DIF/Torque Lighting Combo Problems
by Woody · in Artist Corner · 01/16/2009 (10:09 am) · 4 replies
Please help. The lighting in Torque is driving me crazy. We are using TGE 1.5.2 and I'm using Constructor 1.0.51 to build some DIF "terrain," if you will. Essentially, it is a flat plane with a whole cut out and a tube stuck into the ground (see screens).
The issues that arrise are:
1. There seems to be lighting issues that crop up around the edges of where brushes were built. For whatever reason, the lighting in TGE shades some brushes as if in shadow when they are not supposed to be. This is random as to which brushes get shaded, because I have the same DIF in multiple missions and it is different in each one.
2. Some objects seem to be casting shadows that travel the entire length of the DIF object, even if the sun happens to be perfectly at a high noon position (where the shadow would be directly below the object). At first it appeared that if the DTS object happened to be intersecting with the DIF, it would cause the shadow. Then it seemed that even if the object was exactly against the DIF or within a certain distance above it, it would cause the shadow. I'm not sure anymore about those theories.
3. Sometimes random no-source shadows appear around the hole area. I can't figure out where they are coming from. NOTE: The hole area is comprized of triangular wedge-shaped brushes that extend downward.
4. Is there a way to disable shadows for specific objects? In this example, for the invisible collision box blocking the player from going down the road.
5. Is it possible to create lightened shadows for certain objects? Example, let's say you have a solid object like a refridgerator casting a black shadow. Next to it you have a plastic sheet hanging on a clothes line. The sheet would cast lighter shadow than the fridge. Is this possible? And why is there a fridge next to the clothes line??? HA!
Any help would be GREATLY appreciated. I believe that I used the "Export as DIF..." option, but can't remember as it was a long time ago.
...and the screens:
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_1.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_2.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_3.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_4.jpg"><br>
The issues that arrise are:
1. There seems to be lighting issues that crop up around the edges of where brushes were built. For whatever reason, the lighting in TGE shades some brushes as if in shadow when they are not supposed to be. This is random as to which brushes get shaded, because I have the same DIF in multiple missions and it is different in each one.
2. Some objects seem to be casting shadows that travel the entire length of the DIF object, even if the sun happens to be perfectly at a high noon position (where the shadow would be directly below the object). At first it appeared that if the DTS object happened to be intersecting with the DIF, it would cause the shadow. Then it seemed that even if the object was exactly against the DIF or within a certain distance above it, it would cause the shadow. I'm not sure anymore about those theories.
3. Sometimes random no-source shadows appear around the hole area. I can't figure out where they are coming from. NOTE: The hole area is comprized of triangular wedge-shaped brushes that extend downward.
4. Is there a way to disable shadows for specific objects? In this example, for the invisible collision box blocking the player from going down the road.
5. Is it possible to create lightened shadows for certain objects? Example, let's say you have a solid object like a refridgerator casting a black shadow. Next to it you have a plastic sheet hanging on a clothes line. The sheet would cast lighter shadow than the fridge. Is this possible? And why is there a fridge next to the clothes line??? HA!
Any help would be GREATLY appreciated. I believe that I used the "Export as DIF..." option, but can't remember as it was a long time ago.
...and the screens:
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_1.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_2.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_3.jpg"><br>
<img src="http://www.albinochicken.com/temp/forums/shadowProblems_4.jpg"><br>
#2
01/16/2009 (10:56 am)
thanks, jaimi. i will try it. the area around the whole is a bunch of smaller brushes already .... would that still cause shadows to be cast along the entire map? seems that should be broken up and at least stop at the next brush edge instead... no?
#3
To be honest, I've been considering bypassing the whole problem with shadows, portals and zones, by hacking into Q3Map2 and getting it to produce a DIF (or writing a batch conversion).
The whole idea of a BSP is just outdated really. The only advantage that we get is the zoning. I've also been looking into other ways to process the interior that don't require a bsp tree.
01/16/2009 (11:35 am)
It's like the shadow density is different on the different brushes, I'm not sure exactly what is causing it - it's probably merging lightmaps. The pipes picture looks like the face is just too large. I'm not really sure what is going on.To be honest, I've been considering bypassing the whole problem with shadows, portals and zones, by hacking into Q3Map2 and getting it to produce a DIF (or writing a batch conversion).
The whole idea of a BSP is just outdated really. The only advantage that we get is the zoning. I've also been looking into other ways to process the interior that don't require a bsp tree.
#4
good luck
01/19/2009 (9:19 pm)
keep us informed on q3map2/batch etc.. a bypass would be so welcomed.good luck
Associate Jaimi McEntire
King of Flapjacks