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Thread: Light it up!

  1. #1
    Monty Hall's Favorite Contestant
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    Light it up!

    I've been playing around with this for a while now. Re-working the lighting in the first level of JK using combinations of light objects, 3do lighting, sector tints, and cogs. I've added stock lamp 3dos where there was no apparent light source previously. Then used those as the light sources for the level lights and 3do light intensity. Where there was already a lamp in the texture, I added a ghost 3do light. Here are some older screenshots. I'll get some newer ones up soon.





    I've also been doing some re-texturing. Increasing the resolution (size and depth) of textures and also making them a little grungier. I've also "borrowed" re-works others have done on some of the textures, though usually additionally modifying them further to match my changes. Though I'm probably going to abandon that going forward with the other levels because it's just way too time consuming.

    I've done some tweaking of some of the LEC cogs. For example, the closer you get to the glowing signs, the more the sector tint changes to the color of the sign. If you shoot out the sign, the sector tint returns to normal and the 3do light attached to the sign is turned off as well. There's another cog that associates itself with one of the small lifts with a light. When the lift is activated, the light comes on. When the lift returns home, the light dims off.

    Because of the texture changes I've made so far, I'll probably have to do all the Nar levels first. After that, does anyone have recommendations for priority?
    Last edited by Alco; 10-27-2016 at 09:59 AM.

  2. #2

    NIKVMVS-REX-TODOA

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    It's pretty cool, and I guess it could be quite feasible in JK's 1997 architecture. But the more dynamic lights a level has (especially since each blaster bolt etc. creates one), the more glitches and other bugs there will be due to all those remaining limitations...

    Signed,
    mr. Couldn't-Spam-Dynamic-Lights-Everywhere-in-TODOA-and-yes-I-tried

  3. #3
    Hammer and Nail Computing
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    2,330
    That looks pretty swell! I love it!

  4. #4
    Monty Hall's Favorite Contestant
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    Last edited by Alco; 10-27-2016 at 10:01 AM.

  5. #5
    Quote Originally Posted by Nikumubeki View Post
    But the more dynamic lights a level has (especially since each blaster bolt etc. creates one), the more glitches and other bugs there will be due to all those remaining limitations...
    It's not hard to write a cog that turns off dynamic lights when you can't see them. I had to do that in OTS.
    And when the moment is right, I'm gonna fly a kite.

  6. #6
    Monty Hall's Favorite Contestant
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    760
    Dynamic lights act just like normal 3dos. They disappear if you are not in the same sector as them and the origin point is not in your FOV. So, the only "glitchiness" that occurs are in areas where you have complicated sector arrangements. There's only 1 area in level 1 that falls into that category. In theory, this can be worked around by using GBK's famous thing flicker cog. Otherwise, non of the lighting is glitchy, even in a heavy firefight. Unfortunately, in the screenshots, the dynamic lights on the blaster bolts aren't getting captured (for whatever reason).

  7. #7
    Quote Originally Posted by Alco View Post
    Dynamic lights act just like normal 3dos. They disappear if you are not in the same sector as them and the origin point is not in your FOV.
    I wish this was actually true.
    And when the moment is right, I'm gonna fly a kite.

  8. #8
    Monty Hall's Favorite Contestant
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    760
    What part of it do you think is not true? Disappear (not rendered) is not the same thing as delete, which is what you were doing in OTS, IIRC.

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