Lighting and File Formats
by Colin Doncaster · in Torque Game Engine · 10/08/2002 (11:26 pm) · 3 replies
Hi folks,
I was wondering if there was any documentation somewhere that breaks down how lighting is done in the engine? How is the world usually lit? Can world objects have lightmaps created by another program? Can vertex colours be set on them to light them? How is lighting done on player models?
Also - I noticed someone posted a question about creating .DSQ files for handling cinematic sequences. Is there any description of the format somewhere?
Thanks! Colin.
I was wondering if there was any documentation somewhere that breaks down how lighting is done in the engine? How is the world usually lit? Can world objects have lightmaps created by another program? Can vertex colours be set on them to light them? How is lighting done on player models?
Also - I noticed someone posted a question about creating .DSQ files for handling cinematic sequences. Is there any description of the format somewhere?
Thanks! Colin.
About the author
#2
C.
10/09/2002 (7:23 am)
Can the lightmaps that are used for the Difs ( world objects? ) be preprocessed and handed to the engine so I can use my own solution? C.
#3
10/09/2002 (8:07 am)
You could change the code in map2dif to calculate the lighting pretty much any way you want. Right now it uses some simple-ish lighting calculations with shadow volume checks.
Torque 3D Owner Phil Carlisle
Difs are lit using a lighting preprocessor that creates lightmaps (not as nice as a radiosity processor, and no light emitting faces).
The landscape is lit with a single lightmap (I think its a single one) which has the shadows for difs and the landscape itself baked in.
DSQ's are just the export of animation data, they do not include the model data. So yes, you can use it for cut scenes. No, there's no document for it. But you get the source to the exporter if your adventurous.
If anyone knows anything wrong about what Ive said, please inform, this is just how things look to me.
Phil.