[project1dev] Re: Project1 - SVN Update 62

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 08:34:39 -0700

The quadratic fall over distance is pretty neat looking btw, it makes lights
that are really bright in a small area and then really quickly fall off.  It
makes really harsh looking light thats kind of cool.

The positional lights in the space map all use the linear falloff over

there arent any constant falloff lights in the game yet though.

It's going to be awesome to make an old style RPG that has dynamic lighting

I wanna get cube mapping in and if we can manage, have actual reflections
too but that might be more difficult cause reflections use the stencil
buffer and so do our shadows, i'm not sure how to make them work together
(but there might be a way!)

and eric really wants bump mapping which will rule...

If you have any special requests for features and effects let me know and
i'll add em to the list (:

we can get them all in, but they'll just go in slowly in bite sized chunks
(and some might take some research time!)

On Thu, Apr 30, 2009 at 8:12 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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