Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on July 28, 2010, 11:00:36 am
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I just thought of something that might be neat. You know how muzzle flashes, lasers, explosions, beams all act as light sources? Is there a reason that we can't give missile and ship thrusters lights as well? Just think of a wing of fighters launching from an Orion's fighter bay, casting light on the "runway" as they take off.
Edit: Actually, without an occlusion check for lights, ships lighting themselves up might look rather gimmicky. Hmm...
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Yes, there's a reason.
It being that the engine is slow enough as it is, and really not very efficient at all when it comes to using render passes. The current setup is a good compromise.
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Fair enough.
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That said, give -missile_lighting (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-missile_lighting) a try, as it does seem to work (at least it does something).
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That enables lighting on the missile POF, because in retail missiles were always rendered in full brightness.
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Nope. It enables the rendering of a glowpoint where the missile's thruster is. Doing a lighting pass on missile models is frankly speaking a waste of time and GPU cycles.
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Oh. I always had that ticked. Can't say I ever noticed. I'll leave it on though, since I have frames to spare on 1080p.
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Nope. It enables the rendering of a glowpoint where the missile's thruster is. Doing a lighting pass on missile models is frankly speaking a waste of time and GPU cycles.
Wat. If that's true, the description is bull****, because it says "apply lighting to missiles".
Which is it?
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My apologies. I wrote my answer without checking the code beforehand. Lighting is indeed applied to missiles with that flag on.
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Yeah, I just re-checked ingame, and the flag does what I said.
I remember when this was introduced, since TBP has some huge ship-to-ship torps, which were always an eye-sore when they were rendered at full brightness.