Simple static lighting.
by Matthew Jones · in Torque Game Engine · 12/04/2002 (8:53 am) · 5 replies
Does anybody know of a resourse or tutorial that would discuss adding static lighting to levels.
I just need some simple omni and spot lights to light the outdoor parts of my level.I have the interiors under control thanks to Quark but the outside is another story. I looked around for some reference but couldn't find any. Any help is appriciated.
Thanks
Matt
I just need some simple omni and spot lights to light the outdoor parts of my level.I have the interiors under control thanks to Quark but the outside is another story. I looked around for some reference but couldn't find any. Any help is appriciated.
Thanks
Matt
#2
12/05/2002 (6:38 am)
If I understand your needs correctly the fxLight / fxLightDB should solve it. Search the resources for fxLight. (Note: if you have the latest HEAD source you have fxLight).
#3
The light I'm looking for is denoted in yellow in the PICS. Below pic is an FX light that does not make a good street light. Besides the fact that FX lights are heavy hitters on the frame rate I can not get a spot light type lighting out of them.
I kinda thought that since the lights in Quark for interiors work on interiors Torque might have some form of static light that could be put in as a datablock static light for the exterior. Then I could use both the light and model datablock together in one script to come with street lights. The map is a night time outside map and its kinda important ro have some lighting.
I mighta overstepped my bounds though.
Anybody got anything to help before I scrap this plan.
Thanks for the effort though J
Matt
12/05/2002 (7:39 am)
Well I have managed to get it in as a datablock and add the FX light to it. The FX light though whites everything out. I am trying to find a Static Light example. I also would like it to be a spot light.The light I'm looking for is denoted in yellow in the PICS. Below pic is an FX light that does not make a good street light. Besides the fact that FX lights are heavy hitters on the frame rate I can not get a spot light type lighting out of them.
I kinda thought that since the lights in Quark for interiors work on interiors Torque might have some form of static light that could be put in as a datablock static light for the exterior. Then I could use both the light and model datablock together in one script to come with street lights. The map is a night time outside map and its kinda important ro have some lighting.
I mighta overstepped my bounds though.
Anybody got anything to help before I scrap this plan.
Thanks for the effort though J
Matt
#4
Just be sure you aren't using the default light for QuArK, and that you are using the Torque lighting entities instead.
12/05/2002 (8:41 am)
Hm. My solution when I was playin' with them in QuArK was to make an object (like a wall sconce) and placing that .dif in the level. It will light the terrain, last time I played with it.Just be sure you aren't using the default light for QuArK, and that you are using the Torque lighting entities instead.
#5
http://www.garagegames.com/mg/snapshot/view.php?qid=331
He wanted to release it as a resource, which hasn't happended yet, I think.
12/05/2002 (8:58 am)
Maybe have a look at this:http://www.garagegames.com/mg/snapshot/view.php?qid=331
He wanted to release it as a resource, which hasn't happended yet, I think.
Torque Owner Matthew Jones
Matt