Game Development Community

Lighting model in TX2D

by Adam Bilbrough · in Torque X 2D · 06/25/2009 (1:01 pm) · 7 replies

Hey folks,

Tomorow, I will be purchasing the TX2D license to use in our first game. Just a quick question really, what lighting models does TX2D have available? Would I be able to have a spot light to produce shadows on a lower Z-Plane? Or rather an Omni light source. Otherwise our artist/modeller is going to have to 'bake' the shadows/lighting into the textures and models..

Many Thanks!

About the author

I've been gaming since the mid ninties (Doom, Wolf3D, RoTT etc), first I got into WAD creation with Doom, map making for Duke3D and modding Quake. Programming interests ensued and the rest is history :)


#1
06/25/2009 (2:38 pm)
If you download the demo version of Torque X there is a lighting sample installed in the demos directory. As far as I know it uses normal maps to get the lighting on the 2D objects...however, I'm not aware of any shadow feature in 2D. They do have that feature in the 3D engine though.
#2
06/25/2009 (9:33 pm)
That's what I suspected, can't have everything with 2D :)

Thanks for the response!
#3
06/26/2009 (4:31 am)
Hi guys, I just want to reiterate what my friend is asking. What I'm wanting to do is for the top down retro shooter, when the plane/ship passes over terrain, is it possible to show the shadow on the terrain, be it via using a directional light source or would I have to go with a cheap hack like just using an offset transparent black image?
#4
06/30/2009 (12:00 pm)
If you really want nice lighting. Say away from tx2d. You want a nice top down shooter, right? You want to be able to rotate a ship? Well, the lighting system doesn't work with sprite rotations. Nobody's really happy with what they got from Garage Games. Rather, just tryin to make the best with what we bought n got stuck with.
#5
06/30/2009 (3:04 pm)
Hey Aaron, chances are you probably would want to go with the offset image for now. Luckily, Torque X does have the ability to set a mount point to attach it to (sort of like using a bone for a mount point in 3D). Also, TX does support alpha levels so you could give the offset image a transparency to hide the fact it is a an image. Probably not the best solution, but otherwise you'd have to go with the 3D version of TX currently.

Brian
#6
07/02/2009 (3:12 am)
That's fine, it'll only be used on a very small amount of levels so I suppose I could do without it if the offset image doesn't work too well. Thanks for the ups.
#7
07/02/2009 (3:55 am)
Thanks guys, really appreciated!