Light options
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
in Mapping
<div class="IPBDescription">..to adress all kinds of lights</div>Although it's obvious that the editor is "still under construction" and we can't have every fancy feature, yet, I'd like to gather people's opinions on what option they'd like to have for the lights.
Basicly I've created this thread, because I've noticed phong/highlight/reflection on textures/models from lights that are supposed to be invisible, because their sole purpose is to just create some ambient or radiosity lighting.
So these are my suggestions for light options in addition to the current option "cast shadows [true/false]":
-no phong/specular map (especially useful for ambient and radiosity lights, which don't really represent a real light source)
-only lit props or world geometry or players(?)
-quality (determines when the detailed shadows fade away depending on view distance)
What are your suggestions?
Basicly I've created this thread, because I've noticed phong/highlight/reflection on textures/models from lights that are supposed to be invisible, because their sole purpose is to just create some ambient or radiosity lighting.
So these are my suggestions for light options in addition to the current option "cast shadows [true/false]":
-no phong/specular map (especially useful for ambient and radiosity lights, which don't really represent a real light source)
-only lit props or world geometry or players(?)
-quality (determines when the detailed shadows fade away depending on view distance)
What are your suggestions?
Comments
-I guess flashing lights etc are all cinematic related
-Exposure true/false : If set to true looking at the light directly is dazzling like HDR. Excellent for the one off bright skylight or landmark.
-- Exposure max intensity.
True, only problem is that the edges become very edgy and not as smooth as a spot light with lower range.
Been trying to work out how to create a beam of light and have failed in all attempts so far. (anyone got any suggestions on how to fake it?)
Been trying to work out how to create a beam of light and have failed in all attempts so far. (anyone got any suggestions on how to fake it?)<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think it is implemented currently
Been trying to work out how to create a beam of light and have failed in all attempts so far. (anyone got any suggestions on how to fake it?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Model it, or use spark faces with a mostly-seethrough texture, but I don't think alpha mapped textures are supported yet so you might not be able to.
But that's how most games do it, you can get a pretty good effect using that method.
This, sort of.
Lights are equipped with an 'atmospheric' flag. Some of the <a href="http://www.unknownworlds.com/ns2/news/2008/10/unknown_worlds_videocast_5" target="_blank">early engine videos</a> showed off it's effects.
It's not currently in the public releases of the engine for being buggy/broken. It is implemented, just not fit for public (ab)use.
I would recommend against doing this. You're just making a work-around for something that is going to be fixed by the time your map is actually being used.
The proximity based shadows are just an optimization they made for the engine test because they haven't had the time to implement a more correct solution yet. It's not going to stay this way.
Proof: <a href="http://getsatisfaction.com/unknownworlds/topics/proximity_based_shadow_casting" target="_blank">http://getsatisfaction.com/unknownworlds/t..._shadow_casting</a>
Oh I totally agree, it's a hack of a workaround and as soon as the engine bug is fixed, I'll change my spots back. I've just been doing this in the mean time so I can continue lighting the room and be able to see from a distance how the shadows are going to fall.
Lights are equipped with an 'atmospheric' flag. Some of the <a href="http://www.unknownworlds.com/ns2/news/2008/10/unknown_worlds_videocast_5" target="_blank">early engine videos</a> showed off it's effects.
It's not currently in the public releases of the engine for being buggy/broken. It is implemented, just not fit for public (ab)use.<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, that is what I meant :P