Tremulous Forum
Media => Mapping Center => Topic started by: Knowitall66 on August 08, 2010, 12:26:37 am
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(http://i124.photobucket.com/albums/p32/knowitall66/DynamicLight.gif) (Ignore fps it's actually holding at 90)
Download (http://www.mediafire.com/file/3te7bo9utefleeo/K66_Dynamic_Lights.pk3) - Mirror (http://ader008.titandsl.co.uk/thorn/K66_Dynamic_Lights.pk3) (Courtesy of Thorn) <<< Includes the .map
/devmap dynamic
Hit the buttons to turn lights on and off.
How it works: Particles can produce light that effects world AND models. :D
Issue: May effect performance on low end computers. There must be some light in the areas the particle light will effect (Doesn't matter how low it is (The example map uses ambient lighting set at 10))
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thats pretty awesome. On my comp my fps went down to 5 at one point :P
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FPS here did not vary much (at all that I noticed) with the dynamic lights triggered on or off. Pretty genius method (and everyone should kick themself for not thinking about it).
(http://ader008.titandsl.co.uk/thorn/shot0003.jpg)
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Alternate link for those who don't want to endure mediafire: Here (http://ader008.titandsl.co.uk/thorn/K66_Dynamic_Lights.pk3)
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know it all. >:(
definitely will try this epicness out, thanks for posting. :D
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AWESOME!
FPS here did not vary much (at all that I noticed) with the dynamic lights triggered on or off. Pretty genius method (and everyone should kick themself for not thinking about it).
*UniqPhoeniX kicks himself *ouch*
NOTE: This requires /r_dynamicLight 1 if you don't already have it set.
EDIT: after some testing, it seems the renderer can display about 10 dynamic particle lights properly; if more are visible, then the first 10 will work.
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The limit should be 32 dlights, for each surface the renderer keeps a bit mask of the dynamic lights that hit it, and this mask is 32 bits wide.
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[deleted]
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So is that 32 lights per map? Could be, since I had a bunch more lights off, but some were definitely affected by how many lights were in view (15 active, 10 worked always, 5 worked sometimes, for example when only those were in view).
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It's too bad that the lighting looks like crap on walls, any other angle(besides straight up, it seems) works great though.