Product Chat / Flashlight with shaders?

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unfamillia
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Posted: 16th Jun 2014 21:59
When I used the flashlight in my game, I noticed that it doesn't show or react to the shaders applied to the level. It actually seems to remove the shader when active.

As you can imagine, if you spend that long getting the textures just right, only for them to look poop when using a flashlight, it doesn't make for a good player experience.

Any info on this would be awesome.

Cheers

Jay.

LeeBamber
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Posted: 23rd Jun 2014 18:47
@unfamillia : If you can send me a quick video of the flash light being used OFF and ON, and be very specific which visual is wrong, I can get a better idea of your issue. The flash light simply adds dynamic lighting as a cone to the scene using highest s
unfamillia
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Posted: 24th Jun 2014 13:49
Hi Lee,

I have only just seen this. With the new mailback emails the way they are, I find it difficult to respond to messages when I am out and about. I miss the old system!

I will put a small video together tonight and post it here.

Are you unaware that the flashlight looks as though it strips away the shader.

It would work on any level. Just throw a simple level together and test the flashlight yourself. No specularity, no normal map, just flat textures.

Cheers

Jay.

LeeBamber
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Posted: 26th Jun 2014 10:41
You would not see the effect of normal maps from a flash light that emits light from the camera position which is perhaps what you are observing. Some games have the flash light source to the right or on a moving HUD object to create some normal mapping action, perhaps this is what you are after?

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

unfamillia
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Posted: 26th Jun 2014 13:38
I trust what you say Lee. You are the coding guru and I am but a lowly modeller. I guess, I like the shiny pixels too much.

I will put a small video together to highlight what I mean and to see if there is anything I can do on my end to achieve the results that I am after.

I wanted to remove the flashlight functionality from my level because I didn't like the way it looked. Probably just my opinion.

Does the stock flashlight (should really be called 'torch') create shadows when moving across entities? I only ask as you said it was a dynamic light that is emitted.

Cheers

Jay.

LeeBamber
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Posted: 27th Jun 2014 10:58
The torch does not cast any shadows yet, only the sun. Once we get more dynamic lighting and shadows in place, we could look at having the torch produce this effect.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

J0linar
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Posted: 28th Jun 2014 01:09
@Lee
could we maybe get/use a image for the flashlight cone?
So users could create their own flashlights by using their own textures for the cone.

Something along the lines of doom3`s flashlight


This would add t
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Teabone
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Posted: 28th Jun 2014 02:15 Edited at: 28th Jun 2014 02:17
Is there a way to disable and enable the flashlight? So that not all games start with it?



I'm more curious of a core way of disabling it at start up and use a LUA script to enabling it.

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LeeBamber
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Posted: 30th Jun 2014 22:41
Definitely at some point. Right now it's hard coded to the F key and available from the game start, but this may be moved to a global LUA script so you can control when it's available and how it works. We tried using an image for the flash-light linked to the post process shader but it was not very convincing. The method used in DOOM3 would reply on a new texture slot for the flash light cone image and we don't have any spare for the terrain shader (using all 16).

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

J0linar
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Posted: 19th Jul 2014 19:31
Quote: "We tried using an image for the flash-light linked to the post process shader but it was not very convincing. "


@Lee
Would you mind sharing how you guys did that? Pretty pls
Am using 2 flashlights in my game and i need to make a visual difference, so maybe with some insight how you achieved this i could solve my problem. Thx

http://j0linar.blogspot.co.at/



PC SPECS: Windows 8 Pro 64-bit, Intel I7-3630QM 4.8GHz CPU, Nvidia GTX 675M - 2048MB GPU, 16GB DDR3 RAM
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LeeBamber
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Posted: 29th Jul 2014 10:53
I removed the 'image based' flash light form the post process shader, so it's no longer a feature of the engine. There have been some suggestion that we could change the colour of the flash light, and it's range but I would need enough community requests to bring the feature forward (via LUA commands), enough to put other things out of the way that currently sit higher on the development list.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Imchasinyou
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Posted: 29th Jul 2014 20:48
I understand making things editable via lua but speaking from my own point, unless there is already a script for everything that one might want to change, it's useless for me as I can barely edit a script.

I am a very blunt person. I have NO filters in communication. I say exactly what I think and feel. If you think im being abrasive, its probably a personal problem because usually, Im not. Win 7 64, AMD T1100 Thuban cooled by Thermaltake, 16GB GSkill Ripjaws series 10-9-9-9, 4 HDD's Saphire 6950 Flashed with 6970 Bios and all powered with Corsair CX750M
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unfamillia
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Posted: 30th Jul 2014 00:37
I would like to see the flashlight optimised. When I say this, I mean, I want it looking more realistic; as in, casting shadows, affecting the normal and spec maps properly and all that good stuff.

Having said that, I personally don't think that it's of high enough priority to mean another important feature losing some attention.

Cheers

Jay.

drewtaylorr
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Posted: 3rd Aug 2014 02:35
The cone flashlight needs to work on all settings not just high. On low and medium it just looks straight up ugly.

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