Attaching sgLightObject
by James Laker (BurNinG) · in Torque Game Engine · 06/12/2008 (7:08 am) · 1 replies
I've been cruising the forums, but can not seem to find any way to mount a fxLight/sgLightObject properly.
There are some odd ways, but no definative.
Has anyone modified AttachToObject to use mountpoints? This has been moved to sgLightObject and is not in fxLight anymore.
I'm trying to add lights to my missiles and my (ship) engines, so attaching them to the middle of my ships/missiles are not going to work. I would have to mount it to the JetEmitter nodes or a specified node.
Can someone share some light here (pun intended) or send me in a direction?
There are some odd ways, but no definative.
Has anyone modified AttachToObject to use mountpoints? This has been moved to sgLightObject and is not in fxLight anymore.
I'm trying to add lights to my missiles and my (ship) engines, so attaching them to the middle of my ships/missiles are not going to work. I would have to mount it to the JetEmitter nodes or a specified node.
Can someone share some light here (pun intended) or send me in a direction?
Torque Owner James Laker (BurNinG)
It's a bit graphic intensive though, so I made a small change to fxLight to make make use of the Flare, but not register it as a light... So all the light calculations can be turned off. Then I made an extra flare that resizes based on how close it is to the middle of the screen... The effect is quite cool. You can see the horizontal (camflare) effect on the following image. It's however much cooler seeing it in action, like when a Ship flies past.
I need to try and sort out on more little problem I have, then I'll post it as a 2 resources (mounting and cam flare)
*Note... Programmer Art (Texturing on the Batttleship)... But you'll ge the idea of the lights.