night and weather suggestions

Discussion in 'Feedback' started by Dubee, Aug 8, 2006.

  1. cpugeek

    cpugeek Member

    Messages:
    380
    Likes Received:
    0
    Trophy Points:
    0
    I dunno if this is offtopic or not, but if we're gonna have day/night cycles (something i've been advocating for forever) then we're gonna need more lights or else bases are going be pitch black. I thinking that buildings should have lights built in, and maybe even have buildable lights (think like street lights). Also, vehicles will need lights too. Sweet.
     
  2. duke

    duke Former Developer (BE Creator)

    Messages:
    296
    Likes Received:
    31
    Trophy Points:
    0
    It won't be pitch black/doom3. It will be more like Stalker. You light it like it's an overcast day, then add the sun, which is dynamic. Helk is also discussing local lights for buildings for lamps and stuff.
     
  3. cpugeek

    cpugeek Member

    Messages:
    380
    Likes Received:
    0
    Trophy Points:
    0
    Aww, pitch black would make for more unique gameplay imo, but whatever. As long as it provides for new gameplay variation i'm cool with it. In other words, if its just graphical then its not worth the time.
     
  4. Superlagg

    Superlagg Member

    Messages:
    620
    Likes Received:
    0
    Trophy Points:
    0
    As long as there's dark maps and headlights, I'm wet.
     
  5. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    I'd rather go for pitch black... adds more spice.

    also, will the day be able to change just "getting brighter" then "getting darker" style, or will you truely be able to have a soft blue lighting as the sun comes up, and an oaky orange one as the sun sets.
     
  6. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    Source has limitations on dynamic lights, 3 maximum, since the amount of lightmaps increases exponentially with each light, eg:
    1 light = 1 set of lightmaps
    2 lights = 4 sets of lightmaps (one for each light seperatly on, and off, and then combined)
    3 lights = 8 sets of lightmaps
    4 lights = 16 sets of lightmaps
    The source engine supports up to 3 lights at the same time. Of course, naming lights the same means they are all considered the same lights, so if you have 20 lights, and they together have 2 different names, you have 2 lights.
     
  7. Helk

    Helk Member

    Messages:
    16
    Likes Received:
    0
    Trophy Points:
    0
    Do you not understand I am replacing the source engine lighting system with something I wrote? all of this information you are throwing out here does not apply in any way, shape, or form.
     
  8. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    I was replying to having buildable streetlights.
     
  9. Helk

    Helk Member

    Messages:
    16
    Likes Received:
    0
    Trophy Points:
    0
    Ya the default source "dynamic" lights come in 2 forms as I'm sure you know
    the rad ones you can turn on/off and "real" dynamic lights for muzzle flashes, both of which kinda suck... I assumed any of this sorta stuff would be utilizing my new lighting system

    projective texturing would be the way to go IMHO, if you aren't using any shadows you can get away with quite alot for cheap
     
  10. Ghost Sonic Safais

    Ghost Sonic Safais Member

    Messages:
    85
    Likes Received:
    0
    Trophy Points:
    0
    Wow,haven't thought about dynamic muzzle flashes,I mean,using your system.
    That would really look good,tanks shooting at sunset,and you see the area lid up due to the explosion.

    That's very cool,looking forward to have Empires become more sexyyyy :D
     
  11. Bodrick

    Bodrick Ye Olde Supermod

    Messages:
    1,505
    Likes Received:
    0
    Trophy Points:
    0
    Glad to see you plan to help out with Emp, Helk :D
     

Share This Page