Ambient lighting / god rays / sun rays

Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
edited August 2010 in NS2 General Discussion
Any word from the Dev's when ambient lighting/ god rays/ sun rays's will be reimplimented into the game? They looked quite awesome and add a hell of a lot of atmosphere to the graphics. Perhaps make it a toggle-able option in the graphics menu for those with powerful enough PC's to use it? Any response from Max or Charlie would be awesome. Thanks!

Comments

  • crakinshotcrakinshot Join Date: 2010-07-06 Member: 72271Members
    Once the engine dev is bored he should do some Photon mapping code. :P
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    Yeah! those rays that if you touch them you get fried/toasted/burned.
    You know, ambient light but from an religious mind. Remember the video (one of the first) where you can see the fan vent moving and the outside light come across it showing light and shadows...
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    God rays in my natural selection?

    We here call them sun shafts.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2010
    Can't mappers just make them with transparent models and some dust particle effects?
  • PicklepartyPickleparty Join Date: 2010-07-31 Member: 73387Members
    <!--quoteo(post=1793032:date=Aug 9 2010, 03:37 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Aug 9 2010, 03:37 AM) <a href="index.php?act=findpost&pid=1793032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't mappers just make them with transparent models and some dust particle effects?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wouldn't that be cheap, fake god rays?
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    <!--quoteo(post=1793039:date=Aug 8 2010, 09:45 PM:name=Pickleparty)--><div class='quotetop'>QUOTE (Pickleparty @ Aug 8 2010, 09:45 PM) <a href="index.php?act=findpost&pid=1793039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wouldn't that be cheap, fake god rays?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If it worked for NS1/Unreal/Unreal Tournament it would certainly work now :P
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1793032:date=Aug 9 2010, 02:37 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Aug 9 2010, 02:37 AM) <a href="index.php?act=findpost&pid=1793032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't mappers just make them with transparent models and some dust particle effects?<!--QuoteEnd--></div><!--QuoteEEnd-->

    ...and animate them all by hand so they line up perfectly with every rotating fan/swinging light/opening and closing steel shutters in the level?
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    <!--quoteo(post=1793027:date=Aug 8 2010, 10:26 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 8 2010, 10:26 PM) <a href="index.php?act=findpost&pid=1793027"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->god rays?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Its a stupid term, what they are describing are volumes of light. Eg: a room with dusty air, and if you shine a spot light through it, the volume of the light will light up the dust in the path and it will create a ray.

    I suspect we will eventually get some fancy effects going, but first and foremost comes:
    -DI
    -Fog

    When all of these piece come together its going to be really atmospheric.
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    <!--quoteo(post=1793039:date=Aug 8 2010, 10:45 PM:name=Pickleparty)--><div class='quotetop'>QUOTE (Pickleparty @ Aug 8 2010, 10:45 PM) <a href="index.php?act=findpost&pid=1793039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wouldn't that be cheap, fake god rays?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is there another kind of god?
  • RyuuRyuu Join Date: 2009-08-19 Member: 68531Members
    edited August 2010
    It's called <a href="http://en.wikipedia.org/wiki/Volumetric_light" target="_blank">Volumetric Light</a>.

    It's quite an expensive effect, it'd probably be a better idea to focus optimizing the current effects in the game before adding something like that. Let's make it a bit better before it gets worse ;)

    As others have said, it's possible to 'fake' this effect with models textured with a transparent texture instead of the engine dynamically calculating and creating geometry in real-time. Valve did it with Half Life 2 and with some of the window-shutters in Left 4 Dead 2.

    <a href="http://www.youtube.com/watch?v=plcPDyLlDe0" target="_blank">Here's a nice video</a> of it in action in Stalker.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    jesus stalker is a gorgeous game
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Volumetric lighting is "in" the game already, but it's been turned off until it's optimised. Since various parts of the game started to become public, bug-fixing and more pressing optimisation issues have meant that getting it fixed has been less of a priority. Max has talked about putting it back in from time to time, but more urgent stuff has cropped up that needs his attention. It's going to make a return, but I don't think there's any firm answer about when that will be.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I would rather see DI first.
    Engine itself holds alot of promise for future effects as time goes on.

    DI is a gameplay element.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1793149:date=Aug 9 2010, 06:00 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Aug 9 2010, 06:00 PM) <a href="index.php?act=findpost&pid=1793149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would rather see DI first.
    Engine itself holds alot of promise for future effects as time goes on.

    DI is a gameplay element.<!--QuoteEnd--></div><!--QuoteEEnd-->


    i agree, but volumetric lighting is done already, its in the demo vids. DI on the other hand is a make-or-break feature for me.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Even if current generation of PCs can't handle too much "volumetric lighting", it would be great if the engine supported it well. So, hopefully in a year or two when there are more powerful computers, the feature could be utilized more.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm?

    <a href="http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s" target="_blank">http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s</a>
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    This is exactly what the fans in my map need.
  • PicklepartyPickleparty Join Date: 2010-07-31 Member: 73387Members
    <!--quoteo(post=1793173:date=Aug 9 2010, 08:29 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 9 2010, 08:29 PM) <a href="index.php?act=findpost&pid=1793173"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm?

    <a href="http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s" target="_blank">http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    You'll have to make a choice between the engine coders spending precious time on features that support gameplay, or features that just make it look pretty.

    There's already plenty of pretty games out there that play like garbage. So, I say, get all the good gameplay in and working flawlessly first, then make it look pretty.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited August 2010
    <!--quoteo(post=1793121:date=Aug 9 2010, 11:04 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Aug 9 2010, 11:04 PM) <a href="index.php?act=findpost&pid=1793121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Volumetric lighting is "in" the game already, but it's been turned off until it's optimised. Since various parts of the game started to become public, bug-fixing and more pressing optimisation issues have meant that getting it fixed has been less of a priority. Max has talked about putting it back in from time to time, but more urgent stuff has cropped up that needs his attention. It's going to make a return, but I don't think there's any firm answer about when that will be.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Bumped in case anyone glossed over his answer... (which it looks like many have.)
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