Light sources
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Light sources
Does anyone know what the plan is for the lighting system, for caves, at night etc?
Re: Light sources
Man I wish I knew, Aubrey wants to have light sources in the game I think but we don't know when.
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Re: Light sources
Bioluminescent caves? Bioluminescent caves.
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Re: Light sources
Or they could just use lanterns... if they want to be boring...
Re: Light sources
Yeah, Light sources might be nice. I wouldn't be surprised if there were indoor sections which needed light. I wouldn't be too annoyed if they just used lanterns though
Re: Light sources
A lamp that gives off light to all directions, plus an object that looks like it's glowing, give a pretty good illusion of glowing object giving off light.
Re: Light sources
I have just got into creating maps and have been struggling with my indoor areas so far. Any houses or caves that I have become pitch black inside once I render shadows. Does anyone know how to temporarily get around this until light sources are implemented?
Re: Light sources
Pitch black? Nice I failed to create pitch black rooms .ChrisRuck wrote:I have just got into creating maps and have been struggling with my indoor areas so far. Any houses or caves that I have become pitch black inside once I render shadows. Does anyone know how to temporarily get around this until light sources are implemented?
Re: Light sources
They are set in the evening, slightly red sun and in a "dusk" position. Only problem is, it goes really dark indoors
Re: Light sources
Awesome, akazi's the cave suddenly became very interesting :p.
Re: Light sources
Torches...?
Re: Light sources
Torch is a model plus a (separate) light source object that's been scripted to add some randomness. If we get light sources, torches are easy to make.Doloflex wrote:Torches...?
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Re: Light sources
Local lighting is on the list of things to do. Personally it's my most eagerly awaited feature of the engine. I'm wondering if David is going to make simple bakeable point lighting or if he'll make dynamic shadow casting lights. I know Aubrey wants lights for fires, but if you can make a dynamic shadow casting light for a fire that means you have all the features you need for any other lighting uses. A fire has animated (pulsating) light, differing hues and shadow casting. You can tweak those three features to any use.
Also I get the feeling that since building interiors are so useless for combat (maybe good for hiding), they might end up being instanced for the sake of performance, and probably used for quests/storylines. That means you can pack a whole lot more stuff in there, and you will need to light it somehow.
For a mod I want to make, local lighting is essential so I'm waiting with baited breath for this to make the phoenix engine complete.
Also I get the feeling that since building interiors are so useless for combat (maybe good for hiding), they might end up being instanced for the sake of performance, and probably used for quests/storylines. That means you can pack a whole lot more stuff in there, and you will need to light it somehow.
For a mod I want to make, local lighting is essential so I'm waiting with baited breath for this to make the phoenix engine complete.
Re: Light sources
Hey what about placeable sun shafts?
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Re: Light sources
You could probably add them now. A bit of transparency on a model and modify a shader to ignore ambient light (I think it's called 'additive') - voila. Or perhaps a particle system for a more advanced look.