Game Development Community

GuiObjectView Update: Lighting Support

by John Kabus (BobTheCBuilder) · 05/08/2004 (7:44 pm) · 11 comments

Unfortunately this resource's contents were nuked in one of the site updates. Luckily a follow up resource already exists that supersedes this one:

Torque Lighting Kit - GuiObjectView

#1
05/07/2004 (1:17 pm)
Great stuff john :)
#2
05/09/2004 (10:11 am)
thanke john, atleast i am getting some lighting inside my game ;)

on a more serious note, i have added this to the advanced guiobjectview resource and beffy's guiobjectview and it works just fine. on both.

Ori.
#3
05/10/2004 (7:04 pm)
Thanks guys, just adding a little onto a resource thats already outstanding.

-John
#4
09/13/2004 (12:12 pm)
Anyone else have a problem with objects showing up after merging with the TGE 1.3 changes?

Everything seemed fine until I merged the changes in the player.cc/.h files made on 8-30-04. Now the objects don't appear.

Edit: Never Mind. There's a thread in the forums about it that takes care of the problem.
#5
09/14/2004 (5:37 am)
Hi Sabrecyd,

I
#6
09/15/2004 (4:54 am)
Thanks John.

I did see your new plan for the Lighting Pack (cool btw). It turned out it's not a lighting problem anyway. It was something in a different recent update for 1.3. Here's a link to the problem and fix.

guiObjectProblem
#7
02/09/2005 (3:34 pm)
This is okay if you're using it before you load any missions but we're popping it up mid-game... and it blows all the lights out if you use it as-is.

At the end, under "lightManager->removeLight(&light);" you need to add this line:

lightManager->resetGL();
#8
04/22/2005 (8:34 am)
This works nicely. Just a small comment: We use 2 of these controls, one in the startup GUI, and one in-game. The second of these controls will ignore its light settings and use the default settings. Changing the line lightManager->setMaxGLLights(1); into lightManager->setMaxGLLights(2); fixes this. Not sure if it breaks something else in the game, but it works good enough for us so far.

Thanx for the patch!
/Bjarne

* EDIT *
Naturally it broke :S
Any control started after the first one has overbright settings...
* EDIT AGAIN *
Hmm... after finding some parts of the LP that was not properly migrated: All works nice with lightManager->setMaxGLLights(1); and the lightManager->resetGL(); addition.
#9
08/18/2006 (8:13 pm)
Wicked good ... works great with the player select resource, too! :)
#10
05/03/2007 (9:51 pm)
For some reason my lighting is all ambient light. There is no shading. Changing the lighting direction or light color doesn't have any effect. What's going on?
#11
05/03/2007 (10:09 pm)
Weird the resource content is missing - looks like one of the site updates nuked it. :/

Scott, how did you apply this? The content explaining the process is missing.

Also what version of the engine are you using?