[project1dev] Re: Project1 - SVN Update 62

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 08:12:22 -0700

Yeah definitely Chris!

The positional lights have 3 attenuation parameters.

The attenuation parameters are constant falloff over distance, linear
falloff over distance and quadratic falloff over distance.


On Thu, Apr 30, 2009 at 4:39 AM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote:

> Is falloff something we could use on the lights to create a more finite
> lighting source?
>
> Sent from my BlackBerry
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Wed, 29 Apr 2009 22:53:40 -0700
> *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 <
> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>
>> 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   READMETODO.txt
>> 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
>>
>>
>>
>

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