Dynamic projectile lights

Dynamic projectile lights

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Post Reply
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Dynamic projectile lights

Post by Beherith »

Faked of course. How well? You decide:
http://www.youtube.com/watch?v=H-nV05e5 ... e=youtu.be

(super WIP)

Can beamlaser projectile info be read from lua? Like its emit and end points? It currently only returns center and no vector or length :(
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Dynamic projectile lights

Post by AF »

Seems similar to this:

http://www.youtube.com/watch?v=0cyWK8hk ... tube_gdata

Otherwise nifty =] Looking forward to seeing more of this stuff
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Dynamic projectile lights

Post by Floris »

danil_kalina, that lightign also affects the models, beherith's one doesnt, hence his version is gonna be much faster.


Usable, and good looking if it can be more subtle/transparant.

yea
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Dynamic projectile lights

Post by Beherith »

AF, danil. You posted Kloot's videos of his dynamic map/model lights. I know of them, and the reason I went for this dead simple approach to complement it, is that its faster and more simultaneous lights can be had. Kloot's look best with large lights, mine only look passable with small.
User avatar
danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: Dynamic projectile lights

Post by danil_kalina »

cool stuff !!!

Is it possible to turn it ON/OFF in spring settings ?

These cool effects can be in HIGH/ULTRA settings
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Dynamic projectile lights

Post by Beherith »

The WIP but working code is attached here. Move pointlight.tga to luaui/images.
Attachments
gfx_projectile_lights.zip
(8.89 KiB) Downloaded 47 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Dynamic projectile lights

Post by Beherith »

Near final code is available on the BA SVN http://imolarpg.dyndns.org/trac/balates ... order=name

All that is left is to not query all projectiles, only those in view.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Dynamic projectile lights

Post by knorke »

nice, with some tweaking it will look very good i think.
Can beamlaser projectile info be read from lua? Like its emit and end points? It currently only returns center and no vector or length :(
you could use position of shooting unit and center of beam to get start point and direction. Bit stupid but as last resort?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Dynamic projectile lights

Post by Beherith »

knorke wrote:nice, with some tweaking it will look very good i think.
Can beamlaser projectile info be read from lua? Like its emit and end points? It currently only returns center and no vector or length :(
you could use position of shooting unit and center of beam to get start point and direction. Bit stupid but as last resort?
Can a widget get who is shooting a projectile? I didnt see a method.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Dynamic projectile lights

Post by Forboding Angel »

It looks really nice. Thanks behe :-)

I do notice that it is far more obvious on things that don't have a cegtrail (unlike pretty much all evo units), but even with a cegtrail, It looks quite nice really. Adds that little subtle glow that should be there.

Great work!
Post Reply

Return to “Art & Modelling”