Dynamic lighting for Fallout 2
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- Cakester Alt; I'm going places in life
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Dynamic lighting for Fallout 2
http://www.youtube.com/watch?v=7u5zu3rgFqc
I did the demo ASAP. people did not believe me. but there it is. what this means is all the tiles would need to go through a similar process.
I did the demo ASAP. people did not believe me. but there it is. what this means is all the tiles would need to go through a similar process.
si uu
can you hear the paradox of attention decay in here
Would you please go through the process of not posting. TIA.
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- Cakester Alt; I'm going places in life
- Posts: 233
- Joined: Tue Apr 12, 2011 10:05 am
Re: can you hear the paradox of attention decay in here
your not watching it. this is ab reakthoguhBlargh wrote:Would you please go through the process of not posting. TIA.
http://www.youtube.com/watch?v=nOi59ggqy7c
si uu
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- Cakester Alt; I'm going places in life
- Posts: 233
- Joined: Tue Apr 12, 2011 10:05 am
1. Every FRM is 1 FRAME
2. 1 FRAME is 1 Image.
3. 1 Image has a BG and FG.
4. The FG is the sprite.
The BG must then be not the sprite.
We trace that which is not the BG. But how should we go about it?
The moderators have been complete fucktards lately and don't want to approve any serious progress I have in modding. But just in case this post ever gets through, here are the videos to date:
Fallout Floor Tiles Normal Mapped (spot light used)
[media=youtube]nOi59ggqy7c[/media]
Fallout Wall Normal Mapped (a point light used)
[media=youtube]7u5zu3rgFqc[/media]
So back to how to determine the geometry needed for a decent mapping.
Floor tiles and walls are by far the simplest. But what about complex doodads or critters/npcs? The truly complex doodads are few. An artist or modder with time to spare could easily outline the geometry for those pieces .
I could write a script up that translates every frame of every critter animation into new geometry. But that would be too much of a waste. Technically we know ahead of time what critters are in a townspace. So it wouldn't be too hard to compact the majority of the critter/npc art and keep it small in memory until needed. its not frequent enough that a player enters a completely new area. But fuck that method for now. I have better ideas.
We can allow for a 6 direction approach. Maybe you heard, but pathing is based on hexagons. That should be enough sides for some fair lighting to occur. Also keep in mind that for humans, the curves of their body's are predictable. So we can refine the sharp lines (6 of them) to be more natural as they cross from top to bottom or in reverse in the case of a lower down light source like a ground flare.
It is frightening that so much has to be specialized. But for a programmer this would not be hard to knock out one by one and keep fallout's great speed. Computer science as usual.
For those who are worried about performance or whose hardware is damn near maxed by games like fallout, please shut the fuck up. cry to yourself. dynamic lights are coming. the normal and directional is already present in every graphic.
2. 1 FRAME is 1 Image.
3. 1 Image has a BG and FG.
4. The FG is the sprite.
The BG must then be not the sprite.
We trace that which is not the BG. But how should we go about it?
The moderators have been complete fucktards lately and don't want to approve any serious progress I have in modding. But just in case this post ever gets through, here are the videos to date:
Fallout Floor Tiles Normal Mapped (spot light used)
[media=youtube]nOi59ggqy7c[/media]
Fallout Wall Normal Mapped (a point light used)
[media=youtube]7u5zu3rgFqc[/media]
So back to how to determine the geometry needed for a decent mapping.
Floor tiles and walls are by far the simplest. But what about complex doodads or critters/npcs? The truly complex doodads are few. An artist or modder with time to spare could easily outline the geometry for those pieces .
I could write a script up that translates every frame of every critter animation into new geometry. But that would be too much of a waste. Technically we know ahead of time what critters are in a townspace. So it wouldn't be too hard to compact the majority of the critter/npc art and keep it small in memory until needed. its not frequent enough that a player enters a completely new area. But fuck that method for now. I have better ideas.
We can allow for a 6 direction approach. Maybe you heard, but pathing is based on hexagons. That should be enough sides for some fair lighting to occur. Also keep in mind that for humans, the curves of their body's are predictable. So we can refine the sharp lines (6 of them) to be more natural as they cross from top to bottom or in reverse in the case of a lower down light source like a ground flare.
It is frightening that so much has to be specialized. But for a programmer this would not be hard to knock out one by one and keep fallout's great speed. Computer science as usual.
For those who are worried about performance or whose hardware is damn near maxed by games like fallout, please shut the fuck up. cry to yourself. dynamic lights are coming. the normal and directional is already present in every graphic.
si uu
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- Cakester Alt; I'm going places in life
- Posts: 233
- Joined: Tue Apr 12, 2011 10:05 am