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Re: Bump Mapping with static lights...
[Re: sPlKe]
#107310
01/18/07 07:40
01/18/07 07:40
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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I think the static lights in wed only drawo a colored shadow map on the blocks. And then they are gone. You would need to set a position entity for every light that is read out by the shader as a "(static) light" I think.
:L
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Re: Bump Mapping with static lights...
[Re: sPlKe]
#107313
01/19/07 03:59
01/19/07 03:59
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
yeah but the restriction of 8 dynamic lights is pretty bad. 8 lights are so little...
I am so sick of hearing this complaint. This should be made a sticky.
1) the 8 light limit is 8 in a view, not 8 per level...you can use many more lights as long as you turn them on and off when you move away from them.
2) the next update of A6 will have support for many more dynamic lights per scene.
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Re: Bump Mapping with static lights...
[Re: William]
#107315
01/22/07 07:24
01/22/07 07:24
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Joined: May 2005
Posts: 819 U.S.
Why_Do_I_Die
Warned
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Warned
Joined: May 2005
Posts: 819
U.S.
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I really dont think more than 8 lights on screen is really needed , gamestudio users always demand so many features and things that even high level engines havnt supported till recently, and I've noticed all this is usually out of developer laziness. As since video games have been aroudn developers have had to abide by the restrictions of whatever hardware was available , and they managed to do it. I mean , c'mon , it's 2007 and we're all the way to A6 , and no one here has even done a game that could rival the old original DOOM. Thats right , even with all the power of A6 , no one has even come close to making a good game , and full game , thats even close to as complete and fun as the old DOOM was, which is INSANE , considering we have an engine that can pull off something as good as Unreal Tournament 2004 , or Painkiller , ect... Stop asking for and playing with new features ,and make an actual game with the ones you have. By the time the gamestudio community understands and starts properly using normal mapping and specular mapping virtual reality or getting plugged into the game like in the matrix will be the industry standard.LOL
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