Alright, before someone posts back, I thought I'd explain my idea in more detail. It's probably pretty cooky, and you may be wondering why the heck someone wants to do this, but bear with me for a moment:
My idea is this. Instead of lighting a level with either A) Static lights which are placed in the editor and calculated long before the player even enters the level or B) dynamic lights which are placed virtually the same as static but have many shortcomings maybe we could have C) an "Extra Light" value attached to the player, including both range and intensity. This way, the level is effectively and dynamically lit by a single individual walking around with a gaint radius of light following him.
This would be good because it would:
- Reduce the number of things
- Remove the flicker problem associated with DLs, because the light would always be in the same sector as the player
- Improve frame-rate
You might say that this idea is obsolete because of GBK's Dynamic Light cog which stabilizes them so that they no longer flicker. However, I have found after experimentation with this that it seems impossible to create more than 30 lights before they start shutting off. Also, it is inefficient because it creates twice the number of things - the ghosts where the lights will be positioned. So for example, you can have 30 ghosts, 30 lights and thus 60 things. Plus, they will start to shut off if too many are in view, or if a massive firefight breaks out.
However, if the method I'm proposing is possible, you could have 1 light for 1 player - even if you had a JK MP level crammed with 16 players, you'd still have barely half of the former number of lights with the old method. I'm thinking, that you could extend the range value to something gigantic, like 10-100 but have the intensity value at 1 - 10, depending on how bright you want your level to be.
Problems with this (other than the fact it may not even be possible):
- Wouldn't work very well for wide open levels; it would be best suited for in-door levels with lots of corridors and rooms that are not, say, Planet Sith size (otherwise, the player might see the vertices farthest away from him darken as he moves away)
- Might be hard to sync over MP, and the light values of two players might increase if they get to close together, which would look a bit silly (there may be a way around this using cog though)
This probably won't work, but here's my idea all the same, and I'd love some input and suggestions.
Thanks.
