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The Keystone to Great Lighting
Statyk Offline
Schrödinger's Mod

Posts: 4,390
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Joined: Sep 2011
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#3
RE: The Keystone to Great Lighting

(12-28-2011, 08:38 PM)Your Computer Wrote: I wonder how all the extra shadows would affect performance.
It's up to the player to determine which has shadows and which do not. For example, spotlights pointing at walls from candles should not, as no shadows would be casted anyway. Of course, with a very large map, it is not recommended to put it on every lightsource. But Oh Silent Night was a small area. I suggest only keeping it in places where there are many objects in one place, or where the player will be for an extended amount of time. In the kitchen, they will be circling around, looking for a key, but in the 2nd floor hallway, the lights at the "intersection" are actually pointlights. No spotlights where there, as no objects around and the player simply walks past it.

This is to give people an idea on how to blend light into areas properly. I see many campaigns with unmatched lighting and it makes me sad =[ It's up to the creator to wield the sword correctly.
12-28-2011, 09:00 PM
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Messages In This Thread
The Keystone to Great Lighting - by Statyk - 12-28-2011, 08:04 PM
RE: The Keystone to Great Lighting - by Statyk - 12-28-2011, 09:00 PM
RE: The Keystone to Great Lighting - by Khyrpa - 12-30-2011, 01:16 AM
RE: The Keystone to Great Lighting - by Statyk - 12-30-2011, 02:15 AM
RE: The Keystone to Great Lighting - by palistov - 01-02-2012, 08:36 PM
RE: The Keystone to Great Lighting - by Statyk - 01-02-2012, 09:17 PM
RE: The Keystone to Great Lighting - by Khyrpa - 01-03-2012, 06:43 AM
RE: The Keystone to Great Lighting - by Kman - 01-03-2012, 08:52 AM
RE: The Keystone to Great Lighting - by Khyrpa - 01-03-2012, 08:57 AM



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