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Re: Is This Gonna Be Possible In 3DGS
[Re: Evil_Level_Designer]
#34296
10/02/04 14:59
10/02/04 14:59
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Joined: Aug 2000
Posts: 7,490
Orange Brat

Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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Quote:
plop a model in the lvel and watch it turn fully dark black
because there is a shadow on the floor under it
materials and dynamic lights could fix it
but oops only 8 dynamic light an so on an so
i hope i made my point im not trying to bash just trying to get things
lookin better without havin to shader everything
Well, that's the way it's been done for years. The model's shading is determined by the floor brightness. Modern games still do it, though the newer high tech engines are going more in the direction of full on dynamic light and shadow. Guess what...they all use shaders.
However, you can achieve, IMHO, wonderful dynamic highlights and shadows on a model in 3DGS and without shaders. My own game is shadow and light heavy. Using clever placement of lights and sometimes the sun, I can achieve fantasic shading on my models. I also use many more than 8 dynamic lights in a level and turn them on and off based on an action I wrote. Whenever the new light management system gets put in place and we have more stencil shadows options, everything will start to fall into place.
For me personally, I'm satisified with the speed of the engine. Sure, it can always be faster, but it suits my purposes, for now. With that said, I'm not going to complain if Conitec does temporarily set aside some new features in favor of beefing up the speed/rendering quality. Also, I completely disagree with those who say A6 is only at 2000 levels and inbetween Unreal and Unreal 2. This is simply a lot of BS. I know it is beyond that based on my own project which holds up with any number of games I've played recently.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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