thanks Toni for you really detail reply,
I will try it out and let you know

thanks again for your time

chatpakorn

On Thu, Sep 1, 2011 at 4:56 PM, Toni Alatalo <[email protected]> wrote:
> 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
>
>
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org

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