[project1dev] Re: Project1 - SVN Update 62

  • From: "Chris Sherman" <cshermandesign@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 11:39:59 +0000

Is falloff something we could use on the lights to create a more finite 
lighting source?
Sent from my BlackBerry

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Wed, 29 Apr 2009 22:53:40 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Project1 - SVN Update 62

Quick and dirty tutorial about some of this stuff:

Every object in the game has the properties below and a few more:
Diffuse Color - what color an object actually is (this is where you set
transparency if you want something to be see through)
Ambient Color - lighting that is everywhere (ie on a cloudy day, it's still
light out even when you cant see the sun, thats ambient lighting)
Specular Color - when the light hits a "shiny part", what color the shiney
thing is
Emmisive Color - what color the object glows when it's dark (most everything
is black - ie it doesnt glow!)
shineyness - how shiny an object is

Diffuse, ambient and specular lighting are defined by light sources and
interact with the above properties of models to make the final appearance of
how things look.  We used to specify 1 color for lighting and it would set
the diffuse, ambient and specular light colors to that 1 color, we can now
specify each individually for some neat looking possibilities.

Thats the really short version, if i find a better tutorial i'll post it to
the group (or if anyone else knows one!)

and for artists:
Yeah, i'd like to go into shader land as well and do bump mapping and other
things so we aren't stuck to fixed function pipeline! (for non artists
shaders let you play outside of the above rules and basically let you do
nearly whatever you want and a bunch of cool effects)

On Wed, Apr 29, 2009 at 10:16 PM, Apache User

> User:atrix256
> Message: Changed createlight_directional and createlight_positional so
> instead of a single RGB color, they now take a diffuse color, a specular
> color, and an ambient color.  How it used to work is you specified one color
> and behind the scenes it used that one color for all 3 values.  Now you have
> to specify all 3 (make sure any maps that aren't checked in are updated
> cause they won't work!)  I updated all checked in maps.
> These light changes are what i was talking about to make our lights right
> for the lighting pass of the cave, we have lots more control now over the
> lighting.
> I fixed a bug where if you were in combat and switched focus to another
> app, when you came back, since it processes your round time first, it would
> make it be your turn even if you werent next to fight.
> Fixed a bug where the index map was teleporting you underneath the ground
> in spacemap and lavamap (z coordinates were negated).
> <Files Changed>
> U   ARRelease.exe
> U   AR_AnimModels.cpp
> U   AR_AnimModels.h
> U   AR_LightManager.cpp
> U   AR_LightManager.h
> U   AR_LuaFuncs.cpp
> U   Docs/Script Help/CreateLight_Directional.html
> U   Docs/Script Help/CreateLight_Positional.html
> U   LowLevel.cpp
> U   Scripts/LightCurvesLand.lua
> U   Scripts/alanmap.lua
> U   Scripts/cavemap.lua
> U   Scripts/cavemap_combat.lua
> U   Scripts/index.lua
> U   Scripts/lavamap.lua
> U   Scripts/spacemap.lua
> U   Scripts/testmap.lua

Other related posts: