Light sources

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MjTheHunter
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Light sources

Post by MjTheHunter » Sat Oct 20, 2012 7:46 pm

Does anyone know what the plan is for the lighting system, for caves, at night etc?

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akazi
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Re: Light sources

Post by akazi » Sat Oct 20, 2012 8:09 pm

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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BotheredMe
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Re: Light sources

Post by BotheredMe » Sat Oct 20, 2012 11:20 pm

Bioluminescent caves? Bioluminescent caves.

Image
Image
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BotheredMe
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Re: Light sources

Post by BotheredMe » Sat Oct 20, 2012 11:21 pm

Or they could just use lanterns... if they want to be boring...

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zzwerty
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Re: Light sources

Post by zzwerty » Sun Oct 21, 2012 2:20 am

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

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Endoperez
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Re: Light sources

Post by Endoperez » Sun Oct 21, 2012 5:34 am

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.

ChrisRuck
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Re: Light sources

Post by ChrisRuck » Thu Oct 25, 2012 4:48 am

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?

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Horridius
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Re: Light sources

Post by Horridius » Thu Oct 25, 2012 11:44 am

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?
Pitch black? Nice I failed to create pitch black rooms :(.

ChrisRuck
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Re: Light sources

Post by ChrisRuck » Thu Oct 25, 2012 12:47 pm

They are set in the evening, slightly red sun and in a "dusk" position. Only problem is, it goes really dark indoors :(

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Horridius
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Re: Light sources

Post by Horridius » Thu Oct 25, 2012 1:43 pm

Awesome, akazi's the cave suddenly became very interesting :p.

Doloflex
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Re: Light sources

Post by Doloflex » Thu Oct 25, 2012 2:19 pm

Torches...?

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Endoperez
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Re: Light sources

Post by Endoperez » Thu Oct 25, 2012 4:19 pm

Doloflex wrote:Torches...?
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.

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Black_Stormy
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Re: Light sources

Post by Black_Stormy » Thu Oct 25, 2012 6:09 pm

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.

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Constance
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Re: Light sources

Post by Constance » Thu Oct 25, 2012 7:50 pm

Hey what about placeable sun shafts?

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Black_Stormy
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Re: Light sources

Post by Black_Stormy » Fri Oct 26, 2012 2:50 am

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.

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