Two lights lightning for Dot3 actors

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Veleran
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Two lights lightning for Dot3 actors

Post by Veleran » Sat Aug 30, 2008 7:05 pm

Calculation of lightning for dot3 normal mapped actors now counts a single nearest light-perhaps for optimisation.

However,if a dot3 pawn attacks the player and is facing him,while the nearest light is behind the pawn,
the whole front of the pawn and its face looks black -unless you fire,and the explosion of the weapon lights him.
Or,if you place more lights that their radius is intersecting with each other,but then you might overlight the level,while the dot3 pawns will still look generaly dark.
It might help if the two nearest lights are used for the lightning of the dot3 actors.

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Juutis
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Re: Two lights lightning for Dot3 actors

Post by Juutis » Sat Aug 30, 2008 8:21 pm

That's the one and only reason for me not using bump mapping for actors. I'd suggest that the user could define how many lights (s)he wants to use. Like with the stencil shadows.
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paradoxnj
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Re: Two lights lightning for Dot3 actors

Post by paradoxnj » Mon Sep 01, 2008 5:57 am

Actually....DOT3 is more expensive in calculations than stencil shadows. 2 lights is pretty much industry standard these days for DOT3. To make it configurable is opening a door to people complaining about performance.
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Veleran
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Location: Greece

Re: Two lights lightning for Dot3 actors

Post by Veleran » Mon Sep 01, 2008 8:38 pm

The main use of dot3 is to use low res models with a normal map that makes them look like they are high poly,so if it is less costly than having more polygons then it is worth.These days normal mapping is common.
Last edited by Veleran on Fri Oct 10, 2008 2:02 am, edited 5 times in total.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Two lights lightning for Dot3 actors

Post by Veleran » Wed Sep 03, 2008 6:07 am

User configurable number of lights ,colored lightning and ambientlightfromfloor.

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