looks great
Posted: August 6th, 2009, 7:52 pm
The work done since I've been 'away' looks great!
I absolutely love the magic light/torch in the rpg game; perfect for exploring places at night and in caves ( sunken Atlantis/Lemuria? )
I hope to be able to dive back in soon.
I also had an idea for lighting that probably wouldn't be practical, but here goes anyways.....
2 separate passes for lighting;
1. the first pass is as normal to game already
2. the second pass generates new lights temporarily on/near to all visible triangles/cube faces that are the same color as the average color of that face, and proportion in size to that face and proportional in brightness to that face, but does not shine on or affect that face at all, THEN generates a lightmap using the original lights plus the newly generated temporary lights. This should approximate radiosity and indirect lighting for more realistic illumination for the lightmaps.
just an idea
( on account that this is a feature request sort of thread and all... )
I absolutely love the magic light/torch in the rpg game; perfect for exploring places at night and in caves ( sunken Atlantis/Lemuria? )
I hope to be able to dive back in soon.
I also had an idea for lighting that probably wouldn't be practical, but here goes anyways.....
2 separate passes for lighting;
1. the first pass is as normal to game already
2. the second pass generates new lights temporarily on/near to all visible triangles/cube faces that are the same color as the average color of that face, and proportion in size to that face and proportional in brightness to that face, but does not shine on or affect that face at all, THEN generates a lightmap using the original lights plus the newly generated temporary lights. This should approximate radiosity and indirect lighting for more realistic illumination for the lightmaps.
just an idea
( on account that this is a feature request sort of thread and all... )