• Day and Night for Maps
    10 replies, posted
I have found what I believe is a working concept to a map that could go from day to night, without a lot of coding, actually, without any coding at all. I have finished the concept, which I will explain. [B]Concept: [/B]The idea of it is to have a few light_dynamics simulate the sunlight. The light_dynamics would be parenting eachother, then the first one parenting an env_light_glow (or env_lightglow, which ever one), and then the env_light_glow goes to the path_track. The sun is a big ball of fire, making it a big light pretty much, these light_dynamics simulate the sun, while the light_glow helps add to the realism, and will hide the path_track brush. [B][U]Results: [/U][I]Small Scale: [/I][/B]The concept of the small scale test has been done, and has pictures following. Although, it does still contain a few bugs, which I will list. It worked good, in my opinion. They were too dark, I would have brightened them, but I'm sadly in a hurry right now. That pretty much explains it, also, the light glow isn't in the right place, and it is too small. [IMG]http://i50.tinypic.com/21orghd.jpg[/IMG] [IMG]http://i47.tinypic.com/14c9wg9.jpg[/IMG] [IMG]http://i47.tinypic.com/72snjn.jpg[/IMG] I uploaded some more, but they're pretty much just the same as these. The thing is, with my lights, how it covers the areas it looks pretty cheap. I'm going to work on this though, and hopefully the full scale version of this won't have as obvious bugs and stuff. [B]Bugs: (Or well, stuff that looks like crap.) - The light moves in squares. The 2 x 2 that are highlighted actually. It highlights one, then it fades out, then highlights the other, it doesn't move smoothly. -The "sun" in small. It's the tiny little dot, and it's not lined up to the lights. [/B] [B][I]Full Scale: [/I][/B]This will be done after the "small scale" is completed. Well, I'm going to go for a while, but I just wanted some feedback on this concept before I move on with it. Thanks. Edit: I know, it's not anything special yet, but hopefully on the bigger version it'll look like it's actually something good.
As you can see, dynamic lights do not calculate bounces, this is never going to look realistic.
best you can do is use color correction
Just wait for the next iteration of Source. (Portal 2) We might be able to do something then.
[QUOTE=Hostel;22698802]Just wait for the next iteration of Source. (Portal 2) We might be able to do something then.[/QUOTE] [url]http://www.facepunch.com/showpost.php?p=22684396&postcount=1259[/url] :v: We will be able to.
[QUOTE=Firegod522;22698823][url]http://www.facepunch.com/showpost.php?p=22684396&postcount=1259[/url] :v: We will be able to.[/QUOTE] Any non-random guy on the internet confirmation? If this is true I would literally shit myself with excitement. That would add so much character to levels, especially in RP and such.
PersonGuy works for Valve.
Alright, just wasn't sure. The cock avatar didn't really boost my confidence. Anyone know if they're upping the map size? I doubt it for portal, since it's just all indoor corridors... but one can hope, right?
[QUOTE=Spacew00t;22699791]Alright, just wasn't sure. The cock avatar didn't really boost my confidence. Anyone know if they're upping the map size? I doubt it for portal, since it's just all indoor corridors... but one can hope, right?[/QUOTE] If anything knowing source and portal they'll just make it smaller and have more limits (1/2 the amount of lights we can have) or something, Or just bye to light bounce.
There still seems to be a good amount of indoor light pre-computations. Although yes, there is some more dynamic stuff taking over now, for the better in my opinion, pre-rendered lighting doesn't interact to well with models. At least for Source that is, other engines like Unreal do much better. We really just need to create a thread on how we will take advantage of the new Source engine features in our maps. [QUOTE=Terrenteller;22699679]PersonGuy works for Valve.[/QUOTE] My sarcasm detector is turned to OFF.
[QUOTE=Hostel;22713232]There still seems to be a good amount of indoor light pre-computations. Although yes, there is some more dynamic stuff taking over now, for the better in my opinion, pre-rendered lighting doesn't interact to well with models. At least for Source that is, other engines like Unreal do much better. We really just need to create a thread on how we will take advantage of the new Source engine features in our maps.[/QUOTE] Lights we can shoot out. (We can do that but it looks bad)
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