CEGs as a light source?
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
CEGs as a light source?
I don't even know if this is remotely possible, but would it be possible to have ceg particles email light (not all particles, just specially tagged/marked particles, IE, an additional tag that makes the particles spawned emit light that would reflect off of the ground and units)?
Re: CEGs as a light source?
Working on some stuff, but in the meanwhile, use the http://imolarpg.dyndns.org/trac/balates ... ghting.lua
It only supports a few light sources at once, but looks excellent, and is exactly what you want.
EDIT: also, you can grab the latest bloom widget from the repo if you are interested. The auto configuration part of it still needs some work to get the correct illumination threshold right.
It only supports a few light sources at once, but looks excellent, and is exactly what you want.
EDIT: also, you can grab the latest bloom widget from the repo if you are interested. The auto configuration part of it still needs some work to get the correct illumination threshold right.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: CEGs as a light source?
Awesome, thanks!
One caveat... "-- games that rely on custom model shaders are SOL"
To me that means that because I use normal maps and outlines, this would not work for me. Am I incorrect?
Edit: From reading it, it looks like this deals mainly with weapons. Can that also be applied to CEG particles, or am I reading it incorrectly?
One caveat... "-- games that rely on custom model shaders are SOL"
To me that means that because I use normal maps and outlines, this would not work for me. Am I incorrect?
Edit: From reading it, it looks like this deals mainly with weapons. Can that also be applied to CEG particles, or am I reading it incorrectly?
Re: CEGs as a light source?
Forb, as its part of a gadget, you can spawn lights anywhere.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: CEGs as a light source?
Ahh, good point. Fair nuff. Looks like all I have to do is figure out how to hook it in. Seems legit and can't be too difficult. I'll work on it when I get back home in a few days.
Thanks for the protip :-D
Thanks for the protip :-D
Re: CEGs as a light source?
Asking a bit much of CEGs there...email light
The SOL comment refers to the "and units" part of "light that would reflect off of the ground and units", custom unit shaders such as those in jK's framework don't receive the necessary inputs.To me that means that because I use normal maps and outlines, this would not work for me. Am I incorrect?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: CEGs as a light source?
Hey now, CEGs are S-M-R-T Smart, I'll tell you wut.Kloot wrote:Asking a bit much of CEGs there...email light

Re: CEGs as a light source?
nearly transparent ceg glowy spikes + groundflash can be used to simulate light sources, somewhat.
I did it in my game. Sadly, glowy spikes have been broken for 6 months since spring 94.1.
There's also something weird about them, like there's some randomness in their dimensions (sometimes they spawn somewhat "spiky" instead of spherical).
I did it in my game. Sadly, glowy spikes have been broken for 6 months since spring 94.1.
There's also something weird about them, like there's some randomness in their dimensions (sometimes they spawn somewhat "spiky" instead of spherical).