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Day and night, unit lights?
Posted: 16 Jun 2006, 05:27
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!
Posted: 16 Jun 2006, 05:53
by Das Bruce
MTR.
Posted: 16 Jun 2006, 05:54
by Snipawolf
MTR? What does that mean?
Posted: 16 Jun 2006, 05:56
by Soulless1
monthly topic rotation (ie, a subject that occurs a lot

)
Posted: 16 Jun 2006, 05:57
by Snipawolf
Ohhh thanks, never saw a thing about it before though...
Wonder if it's in or not, maybe a map setting/script?

Posted: 16 Jun 2006, 06:24
by Neddie
I'd like that.
Posted: 16 Jun 2006, 06:27
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

Posted: 16 Jun 2006, 07:55
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.
Posted: 16 Jun 2006, 08:21
by Das Bruce
Snipawolf wrote:Wonder if it's in or not, maybe a map setting/script?

Its not.
Posted: 16 Jun 2006, 08:29
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.
Posted: 16 Jun 2006, 12:26
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???
Posted: 16 Jun 2006, 13:15
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.
Re: Day and night, unit lights?
Posted: 16 Jun 2006, 13:19
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.
Re: Day and night, unit lights?
Posted: 16 Jun 2006, 13:25
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...
Posted: 16 Jun 2006, 14:41
by Caydr
Wait for the new terrain renderer. An early, early version of it I saw (basically a tech demo) had very impressive lighting.
Re: Day and night, unit lights?
Posted: 16 Jun 2006, 21:26
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...
Posted: 16 Jun 2006, 21:28
by Forboding Angel
aww dman I missed this one grrr
+1 anyway

Re: Day and night, unit lights?
Posted: 16 Jun 2006, 21:31
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.
Posted: 17 Jun 2006, 00:18
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)
Re: Day and night, unit lights?
Posted: 18 Jun 2006, 04:12
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!