Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on May 18, 2011, 10:52:02 am
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Maybe I'm just blind, but I don't think exploding bombs spawn a light upon exploding. I think it would look nicer if they did, is all. It looks strange to have your screen white out with explosion intensity, while the hull of a ship 50 meters away remains shrouded in darkness.
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Isn't FSO limited to, like, eight dynamic lights?
I'm not sure there's room for bombs.
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Even within the 8 light limit, I think it would still look good.
In busy scenes, all lights are probably used for ship explosions, suns, and beam weapons. If you add bomb lights, they simply won't render because they're not high enough priority (similar to warp rifts and primary fire, I imagine)
In a simpler scene with bombers attacking a ship, you have 1-2 lights for the sun(s), 1-2 to AAA beams, and the rest given to primary laser fire. I merely think that it is a better use of lights to give those slots to exploding bombs rather than subach bolts.
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personally I don't see how it can harm anything? same goes for muzzleflash, would also look great to have a short light burst than...
and this 8 lights limit, is there any discussion on bringing that limit up? after all these are very simple lights that don't even cast any shadow...
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A lot of things could do with lights... engine plumes, flak explosions, beam pierce fire... you name it.
(btw, specifically regarding muzzle flash, isn't it redundant because the bolts themselves carry lights, and they spawn right in front of the muzzles?)
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personally I don't see how it can harm anything? same goes for muzzleflash, would also look great to have a short light burst than...
and this 8 lights limit, is there any discussion on bringing that limit up? after all these are very simple lights that don't even cast any shadow...
8 lights per pass isn't our limit. It's OpenGLs. There are ways around that, but we aren't using them (due to none of us being particularly OpenGL-savvy.