CEGs as a light source?

CEGs as a light source?

Requests for features in the spring code.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

CEGs as a light source?

Post by Forboding Angel »

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)?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: CEGs as a light source?

Post by Beherith »

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.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEGs as a light source?

Post by Forboding Angel »

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?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: CEGs as a light source?

Post by Beherith »

Forb, as its part of a gadget, you can spawn lights anywhere.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEGs as a light source?

Post by Forboding Angel »

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
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: CEGs as a light source?

Post by Kloot »

email light
Asking a bit much of CEGs there...
To me that means that because I use normal maps and outlines, this would not work for me. Am I incorrect?
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.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CEGs as a light source?

Post by Forboding Angel »

Kloot wrote:
email light
Asking a bit much of CEGs there...
Hey now, CEGs are S-M-R-T Smart, I'll tell you wut. :-) (Oops)
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: CEGs as a light source?

Post by raaar »

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).
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