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Re: THE ENGINE NEED MORE DYN. LIGHTS
[Re: TWO]
#99056
11/17/06 17:35
11/17/06 17:35
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Joined: Mar 2004
Posts: 202 Germany
zSteam_
OP
Member
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OP
Member
Joined: Mar 2004
Posts: 202
Germany
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ntoll das bringts... wie machen das denn andere engines? bei denen klappt es doch auch (bsp.: far cry, half-life2, ...)<= das sind alles vergleichbare engines, die mit dx arbeiten
A6 Commercial 6.50.6
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Re: THE ENGINE NEED MORE DYN. LIGHTS
[Re: zSteam_]
#99057
11/17/06 17:37
11/17/06 17:37
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Joined: Jun 2006
Posts: 96
Straight_Heart
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 96
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dont post all in caps, its considered yelling.
There is something wrong if youre trying to build a night level only with DYNAMIC lights. Dont use DYNAMIC lights for lighting entire levels, they are used for temporary effects. Use static lights, and compile them using the "build" option in WED.
Then ask yourself why an engine like 3dGS wouldn't be able to light a night scene.
You're not as unique as you think you are, try again.
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Re: THE ENGINE NEED MORE DYN. LIGHTS
[Re: TWO]
#99059
11/17/06 18:57
11/17/06 18:57
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
Expert
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Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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Quote:
X An arbitrary number of dynamic lights is now supported. The maximum number of lights can be set through the max_lights variable (default: 100 for the beta version, 8 for the release version). The light manager uses the ABT for calculating which objects lie in the ranges of which lights, and generates lists of close lights for every object. This calculation, although very fast, is an additional rendering process that can affect the frame rate, depending on the number and ranges of active lights. For overcoming the 8 lights hardware limit, light sources are dynamically switched on and off during rendering while taking care that no more than 8 lights are active at any time. Naturally, a single entity, block, or terrain chunk can still not receive light from more than 8 sources simultaneously. If an object lies within the ranges of more than 8 lights, it is affected by the 8 most recently created lights only. This ensures that creating a new light has an immediate effect on the environment even if many dynamic lights are already around. For using the new light system, levels and map entities must be compiled in mesh mode (Create Mesh activated). Terrain should be chunked; the smaller the chunks, the less visible are light swapping effects when more than 8 lights move in or out of the range of a chunk.
please read the beta text.
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Re: THE ENGINE NEED MORE DYN. LIGHTS
[Re: zSteam_]
#99063
11/17/06 20:31
11/17/06 20:31
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Quote:
Quote:
Far Cry verwendet wenn überhaupt nur 2 Dynamische Lichter, eins für die Knarre und eins für ne Taschenlampe. Die Strände ham ne Lightmap oder ähnliches.
Und auch Hl2 verwendet nicht mehr als 8 Lichter.
Wie gesagt, das Limit kommt von Dx, nicht von der A6. Aber mit Faken und dem Lichter-Ein-und-Aus-machn kann man schnell den Eindruck von mehr erzeugen.
@ Straight_Heart If he´s using ents, static lmps aren´t available.
so etwas glaube ich erst, wenn ihr mir das erklären könnt:
FarCry Video von mir mit über 8 dyn. lichtern
Komisch, hab eigentlich nie mehr als 8 gezählt.
MFG Dark_samurai
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