Author Topic: Dynamic Lights Example  (Read 5206 times)

Knowitall66

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Dynamic Lights Example
« on: August 08, 2010, 12:26:37 am »
(Ignore fps it's actually holding at 90)

Download - Mirror (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))
« Last Edit: August 08, 2010, 01:28:49 am by Knowitall66 »

amz181

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Re: Dynamic Lights Example
« Reply #1 on: August 08, 2010, 12:39:43 am »
thats pretty awesome. On my comp my fps went down to 5 at one point :P

Thorn

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Re: Dynamic Lights Example
« Reply #2 on: August 08, 2010, 12:58:21 am »
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).


Thorn

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Re: Dynamic Lights Example
« Reply #3 on: August 08, 2010, 01:06:24 am »
Alternate link for those who don't want to endure mediafire: Here

your face

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Re: Dynamic Lights Example
« Reply #4 on: August 08, 2010, 01:10:18 am »
know it all. >:(

definitely will try this epicness out, thanks for posting. :D
spam spam spam, waste waste waste!

UniqPhoeniX

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Re: Dynamic Lights Example
« Reply #5 on: August 08, 2010, 01:15:51 am »
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.
« Last Edit: August 08, 2010, 02:53:50 am by UniqPhoeniX »

gimhael

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Re: Dynamic Lights Example
« Reply #6 on: August 08, 2010, 07:45:44 am »
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.

Crava_Loft

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Re: Dynamic Lights Example
« Reply #7 on: August 08, 2010, 07:46:13 am »
[deleted]
« Last Edit: August 11, 2010, 01:02:15 pm by Crava_Loft »

UniqPhoeniX

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Re: Dynamic Lights Example
« Reply #8 on: August 08, 2010, 08:11:47 am »
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).

Odin

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Re: Dynamic Lights Example
« Reply #9 on: August 08, 2010, 03:12:13 pm »
It's too bad that the lighting looks like crap on walls, any other angle(besides straight up, it seems) works great though.