Lighting and players
by Maddermadcat · in Torque Game Engine · 06/04/2008 (3:20 pm) · 6 replies
I've been trying to figure out how well Torque would work for a game that gives a player the option of stealth, so I threw together an interior with some interesting lighting to see how the player is lit. Unfortunately, I get things like this:

Just an example, but this happens practically everywhere else in the interior. I can only get the player to become brighter when he's practically standing on the light. Strange, isn't it?
Am I doing something wrong or is it just torque's lighting being its crappy self? I'd really like to stick with Torque for this, so if anyone is aware of some sort of solution, I'd love to hear about it. I was planning on upgrading to TGEA, but it seems as though no improvements have been made in this area there either?

Just an example, but this happens practically everywhere else in the interior. I can only get the player to become brighter when he's practically standing on the light. Strange, isn't it?
Am I doing something wrong or is it just torque's lighting being its crappy self? I'd really like to stick with Torque for this, so if anyone is aware of some sort of solution, I'd love to hear about it. I was planning on upgrading to TGEA, but it seems as though no improvements have been made in this area there either?
About the author
#2
06/05/2008 (2:17 pm)
Doesn't startFade just make the player character turn invisible? I don't understand what this has to do with lighting working incorrectly.
#3
Instead of using lighting and hoping that it will work (or spending a while fixing it), you could set up a series of triggers that set the player partialy faded. It might (*cough*probably*cough*) won't work like you are expecting, but it would make the player harder to see.
06/05/2008 (3:59 pm)
Let me quote myself:Quote:
You could modify the startFade function to be able to partialy fade.
Instead of using lighting and hoping that it will work (or spending a while fixing it), you could set up a series of triggers that set the player partialy faded. It might (*cough*probably*cough*) won't work like you are expecting, but it would make the player harder to see.
#4
06/05/2008 (4:24 pm)
Light maps don't get projected onto players. Interiors are lit via light maps.
#5
06/06/2008 (5:32 am)
Okay, I had a thought that might actually work. Change the model so all the windows don't allow light, then, just inside the window, put some of the TLK lights. I'm not sure how that would turn out, but it seems like it would work.
#6
The problem with those solutions is that they're really hack-y and not mapper-friendly. :P
I suppose I could always lessen the importance of stealth, or at least make it less dependent on lighting. Sure as hell can't fix it myself, and I think I'd have trouble finding someone to do it for me, considering I'm not exactly made of money. :]
Thank you. I hadn't noticed. I'd still like to know how players are lit by interior lights though, because they certainly are, just not well.
06/06/2008 (11:28 pm)
Quote:Okay, I had a thought that might actually work. Change the model so all the windows don't allow light, then, just inside the window, put some of the TLK lights. I'm not sure how that would turn out, but it seems like it would work.
Quote:Instead of using lighting and hoping that it will work (or spending a while fixing it), you could set up a series of triggers that set the player partialy faded. It might (*cough*probably*cough*) won't work like you are expecting, but it would make the player harder to see.
The problem with those solutions is that they're really hack-y and not mapper-friendly. :P
I suppose I could always lessen the importance of stealth, or at least make it less dependent on lighting. Sure as hell can't fix it myself, and I think I'd have trouble finding someone to do it for me, considering I'm not exactly made of money. :]
Quote:Light maps don't get projected onto players. Interiors are lit via light maps.
Thank you. I hadn't noticed. I'd still like to know how players are lit by interior lights though, because they certainly are, just not well.
Torque Owner Nathan Kent