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 >>>> >>>> >>> >> > >