Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TopAce on March 13, 2005, 03:17:35 am
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The Mystery picture #09 in the Machina Terra forum (http://www.hard-light.net/forums/index.php/topic,30679.0.html) gave me an inspiration: Would it be possible that explosions emitted some light? I think this is called dynamic light.
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Yes, we needy!!!!!!!!!
enough exclimation marks?
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no!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
this is a good idea
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Out of interest, could we have this appliable to a table... I'd kinda like to see flare-out applied to explosions as well as the suns in-mission. In theory if the explosion is bright enough you'd have to shield your eyes.. same as looking at the sun!
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errr, don't they already give light? i'm pretty sure they give off dynamic lighting just as lasers do.
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Take a flash-light and turn it on, aim it at the exposion on your monitor, there's your dynamic light....... ;)
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i wish we could have colored ambent light coming off nebulas, and inside the nebulas, that would be the ****, and would make it all nice and moody
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Originally posted by Carl
errr, don't they already give light? i'm pretty sure they give off dynamic lighting just as lasers do.
Yeah, I think so.
The dynamic lightning in FS2 is weird though.
Sometimes it applies and sometimes not.
I don't get it.
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they give off light already.
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Hey bob, is that explosion flash thing already activated? I remember you talking about it some time ago.
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it should be
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The flag's certainly hanging around.
And let me take the time to remind people there's basically an 8 light limit for light applying to things as well.
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no there isn't, we've taken care of that, we have a multi-pass lighting model, if it can't handle the number of lights we want we just do as many as the hardware will alow for in a number of additive passes.
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Ooh, nifty...I didn't know that.
How much of a slowdown does that do? (Does this mean your work on the texturing system is done btw?)
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it's been like that almost sence the begining, it was like item #2 when doing the inital HT&L upgrade ('T' then 'L'), there is very little slowdown because there is rarely more lights than a card can handle.
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i want dynamic lighting on some glowpoints, probibly use type 2 (dynamic glow) and 3 (dynamic beam). golor would be determined based on the bitmap used. on the subject of adding glowpoint types, type 4 (particle spewer point) :D
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Was the 'flare' on explosions ever implemented (blow up ship, flash blinds you ala a star)? I think it was, but I'm not sure what the flags or whatnot were.
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ship flag of "flash" should cause said ship to blind you when it explodes and you are close to it.
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That could be useful on weapon impacts and FREDed explosions.
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*goes to add "flash" to the meson bombs and play "A Flaming Sword'*
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the distance at wich the flash effects you is dependent on the size of the object exploding, so the meson bomb probly won't have any descernable diference, as its relitively small and you have to be fairly far away from it in order not to die.
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Well, that sucks, then... Can't it be determined by the blast, rather than the size of the mesh?
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hmm... I guess... don't realy feel like doing it right now though. spent the better part of a day and a half beating my head against trying to get lasers batched with absolutly nothing to show for it.
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Yeah, blast makes more sense.
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why not make it so whenever there is a large explosion, as in the main explosion of a cap ship or bomb exploding, the sun glare effect happens when you're looking at it, then fades away over a couple seconds? that would be awesome.
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Originally posted by Carl
why not make it so whenever there is a large explosion, as in the main explosion of a cap ship or bomb exploding, the sun glare effect happens when you're looking at it, then fades away over a couple seconds? that would be awesome.
I think that's exactly what the flash tag does.
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... carl's been doing that a lot lately...
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all the new members have diluted Carl's food supply. :p
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Yep, explosions give dynamic light. But what I miss is the dynamic light emmited from beam weapons, which seems to be non-existant now.
Does the -spec_tube x.x flag still work ?
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it's still there... sort of, there is no tube light in the standard api set, so no fixed function tube light, so tube lights have to be simulated with a point ligh closest to the object.