Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on December 09, 2003, 05:28:22 pm
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Can ambient lighting be put back in by default?
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technically, it can, but it won't.
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implement the slider & command line setting puhleeaaazeee! ;)
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Originally posted by WMCoolmon
Can ambient lighting be put back in by default?
hell no ( not to the possibility, to the request ).
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Agreed, but we need that slider option in Fred ;)
Flipside :D
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...why? It looks so much better without it...
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Because people wishing to do missions, for example deep inside a Nebula or near to a planet will want ambient lighting. It'd look a bit odd to have a massive planet filling half the screen and yet it appearing to reflect no light whatsoever.
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Ambient lighting should have a slider control with RGB values allowing you to set ambient light to 0 or to 255 in all three color categories. So your nebula can cover you in a red light or the dead of space can be completely dead.
I have a large problem with absolutely black surfaces on the sides of ships...very counter-intuitive to a video game I do like having it much darker than what is present in FS2 by default (which is too bright).
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I'm not a fan of some of the new strong lighting, I dont think its very subtle so I was going to take a look at making an alternitive.
In the original campaign it leads to mission after mission all being bright red.
When / if I get round to it (I have bugs to swash first) my system would be optional, off by default.
If anyone wishes to discuss any changes or options that they would like to see that are relevent to this then my e-mail is avalible through my profile. If you post replys in the forum I may miss it.
Also note I dont intend to make any structural changes to the code, just offer a differently balanced set of factors on the existing features, ie dont me ask for anything new.
EDIT: All above is irrelevent if putting back ambient lighting fixes it, is there a flag for that then?
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the deep red can be fixed with a table edit, we need to orgabize a better general material system, something that doesn't involve setting a hand full of globals to tell wich texture goes were
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and this should be a poll, wich is more astheticly pleaseing FS with or without ambient light
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Without.
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Depends what you are doing, take my skyboxes for example, you wouldn't believe how wierd a ship looks when lit from one side only in them!
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then put in another sun, add one to your stars table
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How hard is it to put this on a flag change Bob?
I dont care if its default off, I just want the choice.
Any general pointers would be useful, I've barely looked at the lighting code.
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I think there is on in the mission already
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Cant we just take the red values (I assume are coming from the sun colour) and scale down their intensity?
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there is an optional string for setting a diferent specular value for any sun
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In my opinion, the ambient light level should default to whatever retail FS2 was, and be adjustable in FRED. Playing the main campaign in FSOpen should look and play the same as FS Retail, unless the user or campaign designer chooses to have enhancements. Since it's purely subjective, leave it the way Volition had it.
Same goes for Shivan AI (should be reverted unless otherwise specified) and shinemapping (off by default unless it finds a shine map.)
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Originally posted by Galemp
In my opinion, the ambient light level should default to whatever retail FS2 was, and be adjustable in FRED. Playing the main campaign in FSOpen should look and play the same as FS Retail, unless the user or campaign designer chooses to have enhancements. Since it's purely subjective, leave it the way Volition had it.
Same goes for Shivan AI (should be reverted unless otherwise specified) and shinemapping (off by default unless it finds a shine map.)
:nod::nod:
The ambient light should be able to be set to anything from zero to really really bright. For example, an atmosphere will scatter light everywhere, which means that if your doing atmospheric missions with skyboxes, ambient light is a must.
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You know what would be better?
Ambient light should be set using FRED. Not in the command-line. Then we could have missions where it's intentionally pitch black and not have someone with the ambient light turned on via command line and being confused about why the mission isn't dark.
For all missions that are already created, do not have ambient light. This, however, creates a problem: some missions in the Volition FS2 campaign have a bright red light source making everything look REALLY red.
A possible solution? If a star is simply set to a colour, default it so that the colour isn't so intense. Make it more a whitish. You wouldn't see any difference from looking into the star and everything won't be saturated a colour anymore.
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Yeah thats definately a good idea.
I also do not liked the washed out all red look but thats largely the result of the settings on the sun. BWO actually looks fantastic with the current settings because were using a reverse sun to do the backlighting on the color. It'd be nice if it can be coded into FRED instead of the current option but at least it works.
I like having a much darker ambient light value, but 0 I don't like. You can't see an entire side of the ship altogether and thats never quite good. Especially if you have to target something on that side. Art has to be balanced with gameplay.
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We absolutely need ambient lighting in the Tech Room!
It's very annoying as it is right now - most of the time some ships are almost completely invisible due to lack of lighting. I'd appreciate a restrained level of ambient lighting in missions if possible, but this one is just a humble request. I agree with IceFire, you ought to be able to see and distinguish some level of detail even on the dark sides of large ships. It's just a matter of convenience; since this isn't a hard-core simulation we don't have the meters and instruments we would "in reality" have to fly in such environments, so right now we're half blind in those instances. Not that it's always a bad thing, but in this case it reduces the enjoyment, in my humble opinion.
So, I propose ambient light setting in FRED, and when there isn't one (like all old missions) it defaults to none or whatever has been set via command line. Then you couldn't override mission settings and everyone gets what they wanted, yes? (Just remember to add it to tech room at least.)
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We absolutely need ambient lighting in the Tech Room!
The Tech Room should have bright ambient lighting so you can see everything.
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No. While the total lack of ambient light in the techroom is bad, full lighting even worse. Without any shadows, many ships would look less good and detailed.
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Originally posted by Galemp
shinemapping (off by default unless it finds a shine map.)
Yeah... Imagine how weird that'd look. Have it with a command line, as it is now.
And I'm still all for:
Ambient slider in FRED + Ambient multiplier in Command Line.