GoldenEye: Source Forums
Debriefing => General Goldeneye => Topic started by: JcFerggy on November 30, 2008, 07:35:02 am
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I was recently playing Goldeneye 64, and on the Cavern level, I noticed that you could shoot out the lights. In doing this though, it did not effect the area, but instead it made said light darker.
Would it be possible to make it so you could shoot out the lights, and make it effect the area (Remove the lighting, make it darker, harder to see). A prime example of this would be in Resident Evil: Umbrella Chronicles, where you would constantly shoot out the lights, in the hope of finding ammo or secret files; but in doing so, you would make it harder to see the enemies.
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That's up to the mappers. I know Caves currently has dynamic lights, and frankly I don't like them at all. They damage performance and distract from the combat.
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That's up to the mappers. I know Caves currently has dynamic lights, and frankly I don't like them at all. They damage performance and distract from the combat.
same
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There's a limit of how many on/off lights there can be in one area. A brush face can only have 4 styles, so that limits it to 2 unique lights that have on/off states (on on) (on off) (off on) (off off). If you control lights to all go off/on at once, by naming them them the same, the lights will act as one unqiue group so that's how caves is able to turn off a bunch of lights at one.
The problem with on/off lights is that they are direct light only, and provide no bounce light. A light pointing straight down won't bounce up and illuminate the ceiling, so the ceiling will probably be blacked out. This makes things ugly
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I was recently playing Goldeneye 64, and on the Cavern level, I noticed that you could shoot out the lights. In doing this though, it did not effect the area, but instead it made said light darker.
Couldn't this effect simply be recreated by having a sprite near the props and an on/off skin for the prop?
There could be an I/O connection so that when the prop gets shot, the light goes out, and the sprite disappears. (Then turns back on after a while)
Of course, this would be completely unrealistic, because the light would be out but still illuminate the area, but it could work for some of the classic maps.
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Is Source really so primitive of an engine you can only have two on off lights? HAHAHA. I've never worked with source myself, but I could EASILY create the scenario the OP is talking about in Doom 3 with little performance hit on modern computers. I will do it right now if you want.
EDIT: I know I sound like I'm being a dick, but I'm not trying to, I'm simply stating a fact. Tying a shootable "light source" to an ACTUAL engine light source is ridiculously simple, and I could do as many as I want, end of discussion. I don't know anything about the Source engine, this is in Doom 3. I don't understand what would be difficult about that at all, though.
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Welcome to Source. There are lots and lots of cheats that were okay when HL2 came out but are dead weights today.
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well, the enviroment lightning in source engine is precalculated during the compile process. Doom3's lightning is done by the engine in realtime and as far as i remember correctly, you don't need to compile your maps in doom3, too.
Every methode has it's pros and cons. So is the ability of lightning in D3 limited and there won't be things like light bouncing.
At the end, every engine is restrickted in several things, and the mod team has to choose which engine fits best for their needs.
The limitaion to 4 dynamic lights results out of the fact, for every light on a brushface there has to be a lightmap which has to be stored in the bsp, so if you have even 4 dynamic lights on some of the brushfaces in your map, and maybe the lightmap grid is very detailed on them too, there is a lot of aditional data to store in the file.
This will increase the filesize, and the memory usage of the map. The result will be a heavy impact on the performance.
And i don't see a reason for having even 2 or 3 dynamic lights in the same area of a map.
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ah, so now i know :/
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Is as simple as this: Doom 3 need $2000 computer (at its time) to play properly. HL2 need $500 computer to play properly. Which game is bigger and better? (barring actual replay etc.) HL2... Valve won the argument, Doom3 won the prettyness
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doom 3 still isn't that pretty lot of shadows and low poly models hehe.
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in my experience id software has become pretty ineffecient in how they code things as of late, which is a pitty considering the practically INVENTED the FPS genre. I can run Half-Life 2 (including episode 2 and inbetween) at completely full settings with a little bit of AA and AF with no slowdown whatsoever, and UT3 at nearly full settings with little slow down, yet Quake Wars will barely run on the lowest settings on my machine. I can only JUST NOW run Doom 3 and Quake 4 at full, and quake wars, again, is basically unplayable even on the lowest settings. Atleast their games are stable though. Never once had an id game lock up on me. can't say the same for halflife or unreal series.... i guess its a trade off
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I didn't like doom 3 lighting. Sure the dynamic part was neat and stuff, but it looked ugly. Everything looked like plastic too.
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beta stage caves currently is fun, what detracts from visibility (at times) enhances replayability and there is a tactic to it, but if all maps were to do that itd be boring. Caves it makes sense and the atmosphere supports it, a map with a concrete building like bunker having rooms go dark is just overkill.
I agree that maybe lights could be breakable tho, for fun, not to affect light sources. Doubt mappers will do this because its not a priority to bring from the original
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There's a limit of how many on/off lights there can be in one area. A brush face can only have 4 styles, so that limits it to 2 unique lights that have on/off states (on on) (on off) (off on) (off off). If you control lights to all go off/on at once, by naming them them the same, the lights will act as one unqiue group so that's how caves is able to turn off a bunch of lights at one.
The problem with on/off lights is that they are direct light only, and provide no bounce light. A light pointing straight down won't bounce up and illuminate the ceiling, so the ceiling will probably be blacked out. This makes things ugly
But the original caves IS blacked out and ugly! hahaha