Day and night, unit lights?

Day and night, unit lights?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Snipawolf
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Day and night, unit lights?

Post by Snipawolf »

Is it possible to make a tag with a time of 1800000 or something like that for turn night, every 30 mins, then turn day after another 30 mins, or could we like make the map load different colors for night, and have units with lights on them?

Maybe make it where darkness would screw sight? Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?

Edit: For those of you who play Earth 2150, you should know what this is!
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Das Bruce
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Post by Das Bruce »

MTR.
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Snipawolf
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Post by Snipawolf »

MTR? What does that mean?
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Soulless1
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Post by Soulless1 »

monthly topic rotation (ie, a subject that occurs a lot ;))
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Snipawolf
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Post by Snipawolf »

Ohhh thanks, never saw a thing about it before though...

:?

Wonder if it's in or not, maybe a map setting/script? :P
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Neddie
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Post by Neddie »

I'd like that.
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Snipawolf
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Post by Snipawolf »

I was thinking about lights on a tank I'm modelling, cuz they are on the tank picture for the game it's in and was like "Wouldn't it be cool if we could have night and day, with lights from units, would be kinda like longer sight in that direction, but make you really visible!"

+1 for uber strategy, jk :-)
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Zenka
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Post by Zenka »

Lights from units a.k.a. dynamic lighting.
We all want dynamic lighting, yes we do.

Maybe someone will attempt to make it.
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Das Bruce
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Post by Das Bruce »

Snipawolf wrote:Wonder if it's in or not, maybe a map setting/script? :P
Its not.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I don't understand why it's not in... looking at the code (well last time I looked at it anyways), it seems landscape shading and unit shadows are recalculated/rerendered every pass, so why not make the light simply rotate around a certain point and slightly change hue? Oh, and there might be a BIG round object somewhere under the map so that the sun going below horizon produces proper shadows on map edges.
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AF
AI Developer
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Post by AF »

why are terrain shadows and lighting recalculated if they dont change and the sun stays at the same intensity/colour/position? Shouldn't they only be recalculated when the terrain changes and for moving objects/features???
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Das Bruce
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Post by Das Bruce »

AF wrote:why are terrain shadows and lighting recalculated if they dont change and the sun stays at the same intensity/colour/position? Shouldn't they only be recalculated when the terrain changes and for moving objects/features???
Should be, arn't.
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TradeMark
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Re: Day and night, unit lights?

Post by TradeMark »

Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
Except radars can still see enemies.

To get advantage from night, the mod shouldnt have radars at all.
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Das Bruce
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Re: Day and night, unit lights?

Post by Das Bruce »

TradeMark wrote:
Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
Except radars can still see enemies.

To get advantage from night, the mod shouldnt have radars at all.
Or jammers...
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Caydr
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Post by Caydr »

Wait for the new terrain renderer. An early, early version of it I saw (basically a tech demo) had very impressive lighting.
mongus
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Re: Day and night, unit lights?

Post by mongus »

TradeMark wrote:
Snipawolf wrote:Just really cool to wait a good 10 mins or something and let night come 'round then sneak attack an enemy, hehehe, plausible?
Except radars can still see enemies.

To get advantage from night, the mod shouldnt have radars at all.
Or have some "stealth" system, as GC2 has.

So, different units, have different steath values..

Also, nigth/weather changes increases/decreases units "perception".

Is something has already been proposed btw.


Oh.. about this same issue.. someone also asked for trees to increase this stealth ability.. in the meantime, trees can have a small (really small) jammer field, so it hides units that get into the forest...
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Forboding Angel
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Post by Forboding Angel »

aww dman I missed this one grrr

+1 anyway :-)
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TradeMark
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Re: Day and night, unit lights?

Post by TradeMark »

mongus wrote:Oh.. about this same issue.. someone also asked for trees to increase this stealth ability.. in the meantime, trees can have a small (really small) jammer field, so it hides units that get into the forest...
I think that would slow down the game a bit if there is 3000 trees?
Just a guess.
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Guessmyname
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Post by Guessmyname »

Or make trees show up on radar, so that other units just get lost in the clutter (and remove radar auto-targetting at stuff in the trees)
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Snipawolf
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Re: Day and night, unit lights?

Post by Snipawolf »

I don't think i will have radar jammers in my mod, I mean, IT IS SUPPOSED TO BE FUTURISTIC! There shouldn't be a counter for everything... I mean, if the war started a short while ago, how does the enemy have information on ALL of your stuff, thus making counters for everything!?

I have an idea, radar and jammer levels!

Level 1 jammer blocks level 1 radar but won't block 2 or up!

So on and so forth!
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