Let there be light
by Zilla · in Torque X 2D · 03/20/2008 (11:17 am) · 7 replies
I know that there is the TankBuster sample that has lights and normal maps, but is there another tutorial that explains how to use lights and the resulting effects in the 2D environment of TXB?
#2
Because I am working on a project that uses the platformer kit, I didn't upgrade to 2.0 yet...
03/20/2008 (12:40 pm)
Cool! Thank you very much for the info :-)Because I am working on a project that uses the platformer kit, I didn't upgrade to 2.0 yet...
#3
Can I create similar effects with Torque 1.1.5. and the LightRegisterComponent in combination with normal maps?
04/01/2008 (4:38 am)
In 2.0 there is the T2DLightComponent that produces the cool results in the LightingDemo2D.Can I create similar effects with Torque 1.1.5. and the LightRegisterComponent in combination with normal maps?
#4
The answer to my ;-) question is "Yes".
I realised and read in the API document that even in Torque X 1.1. any 2D object can become a potential scene light source by providing it with a component. In combination with normal maps, you can produce astoundig results in a 2D game. This small test level illustrates this effect. Note: the pipes are NOT 3D objects, they are just textures! Pretty cool for a 2D engine,isn't it?

Click here to watch the video.
04/13/2008 (5:18 am)
Quote:Can I create similar effects with Torque 1.1.5?
The answer to my ;-) question is "Yes".
I realised and read in the API document that even in Torque X 1.1. any 2D object can become a potential scene light source by providing it with a component. In combination with normal maps, you can produce astoundig results in a 2D game. This small test level illustrates this effect. Note: the pipes are NOT 3D objects, they are just textures! Pretty cool for a 2D engine,isn't it?

Click here to watch the video.
#6
Here's an exercise that could be quite interesting: Track down a parallax motion algorithm from the 'net, and have your "shadows" (which I assume are actually just separate sprites with black color) move in a parallax fashion when the light moves--if it works, should give the illusion that your light is casting shadows as well :)
04/14/2008 (3:18 pm)
Yes, this is very nice :)Here's an exercise that could be quite interesting: Track down a parallax motion algorithm from the 'net, and have your "shadows" (which I assume are actually just separate sprites with black color) move in a parallax fashion when the light moves--if it works, should give the illusion that your light is casting shadows as well :)
#7
Just attach the LightRegisterComponent to your objects and create normal maps of your textures. I made them in Photoshop with he the free Nvidia plugin. Voila!
@Stephen Zepp
Cool idea. I will try to implement it :-)
04/15/2008 (3:15 am)
@LateNightCoderJust attach the LightRegisterComponent to your objects and create normal maps of your textures. I made them in Photoshop with he the free Nvidia plugin. Voila!
@Stephen Zepp
Cool idea. I will try to implement it :-)
Torque Owner Matthew Shapiro
Pretty cool demo. It's in the demo folder.