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.
Two lights lightning for Dot3 actors
Re: Two lights lightning for Dot3 actors
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.
Pain is only psychological.
Re: Two lights lightning for Dot3 actors
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.
Many Bothans died to bring you this signature....
Re: Two lights lightning for Dot3 actors
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.
Re: Two lights lightning for Dot3 actors
User configurable number of lights ,colored lightning and ambientlightfromfloor.