Lighting in NS2

DawormDaworm Join Date: 2009-06-22 Member: 67900Members
<div class="IPBDescription">Shadows etc.</div>I have a question RE: lighting in NS2.

Will player characters cast shadows if you pass over a light?
If it does, will a dead player character also cast shadows?
Example: Onos dies on top of the single light source in a room, would that then plummet the room into shadow/darkness or would the light shine out of the proverbial spot that the sun doesn't shine from (normally).

So to speak...

:)

Comments

  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I think they said players won't cast dynamic shadows...

    Don't quote me on it though.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I hope they will ! I'm buying a new gfx card just for that game !

    :DD
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1743217:date=Dec 10 2009, 01:34 AM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Dec 10 2009, 01:34 AM) <a href="index.php?act=findpost&pid=1743217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think they said players won't cast dynamic shadows...

    Don't quote me on it though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It'll look a bit weird if they don't.
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    I really hope they do, the player model does already.. and the shadow moves with it if you move the model around.

    So why no dynamic shadows in game? - that would add a lot of athmosphere - imagine an onos running towards you and it gets much darker the closer its coming - since its blocking the light sources behind it :D
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    i think it would impact performance by quite a chunk if they did. I probably have a pc that can handle it but i can immagine there are people where it can't. I guess it's up to the developers to add this an an option or make it mandatory.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Players cast shadows.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Woot!
    Because my rood de la doom.
    Is lighted by 4 spotlights either side of a long causeway so the player shadows in there are gonna look ###### immense!!!
  • botelhoruibotelhorui Join Date: 2006-11-02 Member: 58192Members
    !!!! im already imagining onos going to block spotlights and skulks do the rest :D while marines are all blind :|

    unless marines have some kind of upgrade that blocks their thermal radiation if aliens' flashlights are like thermal vision. :D
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I think that levels should be built in that matter, thus having strategic places for aliens to hide and other spots where marines have the advantage.

    Just as in NS1 where you had room architecture advantages on one side or the other, now you have lightning to play with..
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Awesome. I don't think strategically blocking light sources has been a viable in any previous games, this should be interesting.
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    Yay, that increases the 'OMG OH NOES! RUN!!!' factor when the rines see a laaarge shadow approaching :D
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1743318:date=Dec 10 2009, 05:15 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 10 2009, 05:15 PM) <a href="index.php?act=findpost&pid=1743318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome. I don't think strategically blocking light sources has been a viable in any previous games, this should be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would imagine it wont be people standing infront of lights...
    Chambers maybe?
    Or if powergrid is linked to lights destroying RTs just to darken the map...
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1743331:date=Dec 10 2009, 11:36 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Dec 10 2009, 11:36 PM) <a href="index.php?act=findpost&pid=1743331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or if powergrid is linked to lights destroying RTs just to darken the map...<!--QuoteEnd--></div><!--QuoteEEnd-->
    If my memory doesn't betray me, this one will certainly be in the game.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1743285:date=Dec 10 2009, 09:45 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 10 2009, 09:45 AM) <a href="index.php?act=findpost&pid=1743285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players cast shadows.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Your engine is god-like. Honestly Max it's like the sweetest thing that has ever surfaced for FPS leveleditors.
    This in particular is really impressive, can't say I have imagined the possibility of seeing my own shadow as I run across a hallway, but now I guess it is true.


    OT:
    I have just recently made graphics for a single-player level in Hammer and believe me, me and my co-worker have been cringing and crying that Hammer doesn't have the realtime lighting that SparkEditor has.
    Also that the importing process for a model to work with Hammer is nothing less than a painstaking journey to hell, I really hope you guys have a better method of importing things to Spark. Took like two plugins, five different programs, several files for the model itself, a lot of troubleshooting just to get things textured... well you get the picture.

    If you could give us any information on the process of importing art-assets at some point; that would be great.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1743285:date=Dec 11 2009, 12:45 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 11 2009, 12:45 AM) <a href="index.php?act=findpost&pid=1743285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players cast shadows.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think I just wet myself...
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Players wet themselves.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    <!--quoteo(post=1743376:date=Dec 11 2009, 03:34 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 11 2009, 03:34 AM) <a href="index.php?act=findpost&pid=1743376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players wet themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thread won. You can all go home now.
  • dedgeckodedgecko Join Date: 2009-11-24 Member: 69511Members
    <!--quoteo(post=1743285:date=Dec 10 2009, 06:45 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 10 2009, 06:45 AM) <a href="index.php?act=findpost&pid=1743285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players cast shadows.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, but that can't be anything more than a graphical feature for higher end systems. This would probably bring older DX9c systems to their knees. Also, a dead body that stick around for anything longer than a death animation again would likely be a toggle option for the user to select how many ragdoll bodies they want laying around their game slowly dragging down their frame rate (if they actually affect lighting).
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited December 2009
    <!--quoteo(post=1743293:date=Dec 10 2009, 03:06 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Dec 10 2009, 03:06 PM) <a href="index.php?act=findpost&pid=1743293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Woot!
    Because my rood de la doom.
    Is lighted by 4 spotlights either side of a long causeway so the player shadows in there are gonna look ###### immense!!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually they're probably going to look very bad if they're all pointing at the same place.

    No more than two shadows at any one time otherwise it looks cluttered.

    Also by players do you mean your own personal (usually invisible) player model will cast shadows, or do you mean players in general, because I would have thought players in general would be a given as they are a model like any other.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1743416:date=Dec 11 2009, 04:20 PM:name=dedgecko)--><div class='quotetop'>QUOTE (dedgecko @ Dec 11 2009, 04:20 PM) <a href="index.php?act=findpost&pid=1743416"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, but that can't be anything more than a graphical feature for higher end systems. This would probably bring older DX9c systems to their knees. Also, a dead body that stick around for anything longer than a death animation again would likely be a toggle option for the user to select how many ragdoll bodies they want laying around their game slowly dragging down their frame rate (if they actually affect lighting).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not necessarily: there are many variables involved to make a guaranteed prediction (obviously NS2 team can give better ones, as they just did), but shadow and lighting systems are something that likely to affect gameplay, and thus be both mandatory and non-expensive. Say, anyone with 8xxx series can still summon a million Leviathans in UT2004, and Source can handle pretty much any number of shadows at any given time even on weaker systems.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited December 2009
    <!--quoteo(post=1743417:date=Dec 11 2009, 01:24 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 11 2009, 01:24 PM) <a href="index.php?act=findpost&pid=1743417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually they're probably going to look very bad if they're all pointing at the same place.

    No more than two shadows at any one time otherwise it looks cluttered.

    Also by players do you mean your own personal (usually invisible) player model will cast shadows, or do you mean players in general, because I would have thought players in general would be a given as they are a model like any other.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They are not pointing in the same place.
    Its a really long causeway through the middle of a large room.
    The spot lights fall periodically covering the entire causeway.
    They cast big eery shadows of the hand rails on the walls on either side of the causeway.
    When players run down the causeway their shadows will be cast along either the walls of the room.

    It will really look quite cool!

    <img src="http://img245.imageshack.us/img245/1205/sexyshadows.jpg" border="0" class="linked-image" />
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited December 2009
    And if i stik my character to the only light of the room, will the room become all dark ?
    It would be cool
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Your engine is god-like. Honestly Max it's like the sweetest thing that has ever surfaced for FPS leveleditors.
    This in particular is really impressive, can't say I have imagined the possibility of seeing my own shadow as I run across a hallway, but now I guess it is true.


    OT:
    I have just recently made graphics for a single-player level in Hammer and believe me, me and my co-worker have been cringing and crying that Hammer doesn't have the realtime lighting that SparkEditor has.
    Also that the importing process for a model to work with Hammer is nothing less than a painstaking journey to hell, I really hope you guys have a better method of importing things to Spark. Took like two plugins, five different programs, several files for the model itself, a lot of troubleshooting just to get things textured... well you get the picture.

    If you could give us any information on the process of importing art-assets at some point; that would be great.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's automatic with the builder app:

    <a href="http://www.youtube.com/watch?v=40saY4AOcmk" target="_blank">http://www.youtube.com/watch?v=40saY4AOcmk</a>
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