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Re: "Ghetto" Dynamic Lighting [message #84582] |
Sat, 01 May 2004 02:26 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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SomeRhino | Although this has a few quarks right now, for the most part, headlights that cast light are possible in Renegade. I'll work on refining it, but it works like it should, and casts on vehicles, soldiers, hilly terrain, etc.
Basically, it's creative use of one of JonWil's new scripts and texture projectors. I'll give details once I get everything working on par.
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Hey, if this was combined with my Vehicle lights thing, it would be great!
They turn off and on depending if you're on the vehicle.
[Updated on: Sat, 01 May 2004 02:38] Report message to a moderator
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"Ghetto" Dynamic Lighting [message #84777] |
Sat, 01 May 2004 18:40 |
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SomeRhino
Messages: 260 Registered: February 2003
Karma: 0
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Recruit |
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It looks great in-game, the amount of light depends both on the angle and how close the vehicle is to the object it's illuminating. If you are on a cliff, a huge area below will be illuminated. As you come down, the area will decrease and become more focused.
This isn't "true" lighting though, because the lightmap is applied over the static lighting. This causes the contrast to be lost when shining on dark surfaces, and burns on light surfaces.
Unfortunately, these tests show nearly a 50% decrease in performance for a single vehicle. I believe that each light source adds another pass to the mesh it is projected onto, so every triangle on the mesh must be processed again, causing the performance problems. Because of these problems, though, this feature will not be included in Sole Survivor.
If you want to try this:
Basically, set up a preset of an object with an invisible model to have an additive texture projector. Use JFW_Create_Destroy_Object_On_Custom_Bone (will be included in Jon's Scripts 1.7) to call up this object to be attached to a vehicle. Although texture projectors always cause Level Edit to crash when they are saved in the level data under an objects' property, they work fine when they are called up in-game. You'll need to do some aligning to get it to work right. I still highly advise not using this though, because you'll get unplayable frame rates when 3-4 vehicles with headlights start driving around.
Dri Reign
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"Ghetto" Dynamic Lighting [message #84869] |
Sun, 02 May 2004 01:25 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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SomeRhino |
I still highly advise not using this though, because you'll get unplayable frame rates when 3-4 vehicles with headlights start driving around.
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I had the same problem when tried do this through a little lensflares hack.
It would slow down the game when there was more than four lights.
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"Ghetto" Dynamic Lighting [message #87315] |
Thu, 13 May 2004 17:58 |
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SuperFlyingEngi
Messages: 1756 Registered: November 2003
Karma: 0
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General (1 Star) |
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MCV, I believe...
Either that or it's the mobile home of indiscriminate terror.
"To announce that there must be no criticism of the President, or that we are to stand by the President, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt (1918)
"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)
The Liberal Media At Work
An objective look at media partisanship
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"Ghetto" Dynamic Lighting [message #87969] |
Sun, 16 May 2004 15:44 |
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Griever92
Messages: 593 Registered: February 2003 Location: Calgary, Alberta, Canada
Karma: 0
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Colonel |
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yep, it's the MCV, for Renegade: Sole Survivor, a mod for which i am proud to be a tester for... btw, amazing work SR
Alex "Griever92" Bracken
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