Cuban-Pete, the lighting on the Scientist's test track jump over the water looks perfect! Shade from the wall one side blending across to highlight from the Sun on the other.
I always like seeing the North-East warehouse and docks from Industrial. Vedic Temple and the Escobar Power Cores are also cool. Maybe some close-up renders of my Vedic Temple arena? I'm pleased with Tiny Tiny Town and Tiny Hidden Surprise if you want to try some other smaller scenes.
TM, does the
COLLADA technical specification (PDF) help at all? Chapter 5 has a section called
light which says:
Quote:
Specifies light in formation for the common profile that all
COLLADA implementations must support. See “The
Common Profile” section for usage information. Mu st
contain exactly one <ambient> (core),
<directional>, <point>, or <spot> element; see
their main entri e s.
It says a couple more things then gives this example:
Quote:
Here is an example of a <library_lights> elemen t that contains a directional <light> element that is
instantiated in a visual scene, rotated to portray a sunset:
<library_lights>
< light id=" sun " name=" the-sun">
< technique_common >
<directional>
<color >1.0 1.0 1.0
</color >
</ directional>
</technique_common>
</light >
</library_lights>
<library_visual_scenes>
< visual_scene>
< node>
<rotate>1 0 0 -10
</rotate>
<instance_light url="#sun"/>
</node>
</visual_scene>
</library_visual_scenes >Parsed in 0.001 seconds, using
GeSHi 1.0.8.10
Not sure about the specifics at a quick glance, so this is probably stuff you already saw.
<point> lights might the nearest thing to GTA2 lights?
(EDIT) Rogue spaces in the XML sample are because PDF sucks, AFAICT.