Scripts / REQUEST script for Lightning lamps, poles, neons etc. in night mode

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Old Larry
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Posted: 24th Oct 2014 18:19 Edited at: 24th Oct 2014 21:48
Need one script for all objects who must lighting in the night: lamps, poles, neons etc.

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea

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tomjscott
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Posted: 24th Oct 2014 18:56
I think you mean lighting and not lightning. As far as I know, lighting on these would be done using an illumination map. See the following thread:

http://fpscrforum.thegamecreators.com/?m=forum_view&t=209373&b=1

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
Old Larry
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Posted: 24th Oct 2014 19:13 Edited at: 24th Oct 2014 20:46
The illumination map just give one ilumination of the zone of map and this is not what I expecting from an pole ilumination. Need to be cleared lightning FROM THAT POLE, not just a zone. Plus that pole still remaining off of light, see the picture to understand my requesting please.\r\nSee another example in this folowing picture please, where in the first picture only, the light source work and appear corectly.

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
tomjscott
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Posted: 24th Oct 2014 20:39 Edited at: 24th Oct 2014 20:39
It's lighting, not lightning. Anyway, the engine really isn't capable right now of achieving what you are asking. You can place some lights in those locations in addition to the illumination maps, but the results are going to be less than what you expect.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
Old Larry
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Posted: 24th Oct 2014 20:49 Edited at: 24th Oct 2014 21:11
My mistake in english language, but you got the point of lighting problem. We realy need a corect lighting source script, who can show the corect lights and the objects shadows from this source of light in game.

A modern game need a realistic enviroment, so...for this software game is good to be faster loading and super terrain texture, but if hes still heaving lights and entities like the oldiest games...

Great work of all here, but please dont forget about those "litle details".

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
tomjscott
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Posted: 24th Oct 2014 21:09
It has nothing to do with scripting. It's all about the lighting system in the game engine itself. If you follow Lee's blog you can see that there are great strides being made with lighting. Those improvements will be introduced in the next version of the engine. Without super complicated shaders and pre-baked animated textures, you aren't going to be able to do what you want until the better lighting system is introduced.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
Old Larry
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Posted: 24th Oct 2014 21:23 Edited at: 24th Oct 2014 21:40
I waiting the new version (v 1.009) and if she is good I will pay to be a Gold Pledge user.

Keep this good work up and I wish you all the best !

P.S. and an "story" script and "Marker" for him in game, will be also welcome.

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
sacdaly
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Posted: 6th Nov 2014 09:01 Edited at: 6th Nov 2014 09:08
put yellow and a orange light directly under the light source set to 25/50 for lamp and 75/100 for street lamps ,then with the pgup/pgdn keys move the lights up or down so they are just touching the light source and that should then give a direct light beam downwards but not upwards as the light/lamp itself will be blocking the light rays . i used yelleow ,red and orange for a fire type effect

Hope this helps this is how i am doing it for now till better comes along .

s clarke
Old Larry
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Posted: 6th Nov 2014 10:23
Yes, but this still the source (bulb) does not illumitate...

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unfamillia
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Posted: 6th Nov 2014 13:13
The source (bulb) Illuminating to make it look as though it is turned on is controlled by the illumination texture map.

It has nothing to do with any lights that are placed in the level.

Take a look at your models and see if you have any textures in the folder that end with _I.dds

They are the illumination textures. If the models don't have these, then none of the model will 'glow', giving the effect that light is being emitted.

Cheers

Jay.





Old Larry
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Posted: 10th Nov 2014 22:43 Edited at: 11th Nov 2014 09:15
Partial solved (picture no. 1).

To show the source Illuminating (bulb), I must to increase entity shader to "Highest" but the speed of game decreased dramatically (picture no. 2).

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea

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Old Larry
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Posted: 13th Nov 2014 13:41 Edited at: 13th Nov 2014 13:55
The Dynamic Lights works JUST in HIGHEST graphic choosing, and slow down the game be-twins 4 to 9fps.

http://youtu.be/vMurAgeTAK8

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
Old Larry
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Posted: 20th Nov 2014 12:21
Wen player set the graphics to "Highest" the dynamic lights appear correctly,
but the speed of game decreased at 4-7fps...




Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
smallg
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Posted: 20th Nov 2014 14:24
impressive game, good job you knew the gameplay well so your survived with all that lag
liked the guy dangling from the roof @6:22 and the guy who went for a swim @10:14

once lights work at lower settings it'll be much smoother for you, keep up the great work
p.s. over 1k ammo left on that uzi? by far the most accurate uzi on reloaded i've seen :o

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Old Larry
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Posted: 20th Nov 2014 14:35 Edited at: 20th Nov 2014 16:03
Indeed, too many lags. The dead enemy appear like broken puppets and almost none of him does not disappear after I kill him...

And not to say about the enemy who is totally blocked if you use it into a building (see the guy from the second "Diner" floor, for example)...

I set shotgun + colt 1911 at 2 and Uzi at 1 accurate, and reload 60 ammo for Uzi & 10 for sniper rifle in the gunspec files

And of course, I increased ammo to all enemies so the player must kill them all for ammo reward

P.S. I've cut a large part of the game in this video.

Do you see the sniper rifle ? It have camo too

Smile today, tomorrow could be worse

http://bestradiolarry.ro/fpsarea
Teabone
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Posted: 20th Nov 2014 22:44
I'm sure we'll have more options for the disappear lua scripts in the future.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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