[project1dev] Re: Project1 - SVN Update 62

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 17:20:54 -0700

Alan, can you maybe post this info in a quick page in the html script
help?  That thing is really helpful, and I can say that I still
reference it constantly while I am building.  The new light features
sound fantastic (you remember how giddy I was getting with playing
with lights don't you :P)

But yeah, having this up in the helps will be really great.

On Thu, Apr 30, 2009 at 8:34 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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
> distance.
>
> 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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