On Wed, 2011-08-31 at 20:35 -0700, chatpakorn prasertsung wrote:
> next one is about the lighting systems in tundra.
> Im not sure where I can adjust it.

It is basically the same as with Ogre and similar game graphics engines
usually, there's a few different things:

A) individual lights, by adding a Light component to some entity (it
also needs the Placeable component to have a position)
1. open scene editor from menu or with shift-s
2. right-click, 'add new entity'
3. a no-name entity appears. you can right-click 'rename' to name it
 * note: there is sometimes a bug that with first rename attempt the
entity just jumps down the list. do 'rename' on it again then, then it
works. give it a name like 'my lamp' if you wish
4. right-click 'add new component', do Placeable and Light
5. doubleclick on the entity in the scene editor to open it in the
entity-component editor. there you can adjust the light parameters etc.
and type in coordinates to Placeable's transform to position it.
6. in tundra2 i think using the graphical 3d manipulator widget to place
the object works for this kind of a lamp, but in tundra1 i think the
visual editing tools work for entities with EC_Mesh only. as a
workaround you can add Mesh with some cube to the entity temporarily
while placing it, can e.g. set Visibility off for it when done or just
remote the Mesh component alltogether.

B) Ambient / environment light
if i recall correctly, in Tundra1 you can add EC_EnvironmentLight to any
entity, and can use EC editor on that to set ambient light.

C) the sky system - in tundra1 caelum
as shown in the night & day demo, the sky plugin can do environmental
light too. that you can control by setting the time of day for Caelum.
(in tundra 2.0 we have switched to SkyX which I suppose also does light)

> also can I use light, that I export with orgeExporter?

In principle yes, but I'm afraid the current .scene import doesn't
handle lights. It would certainly be a good addition.

> chatpakorn

~Toni



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