Josh your work is excelent I have a suggestion only point I see everything as well but it'd be lovely to see more of these gorgeous ships you're giving us. I'd like to see spotlights on the ships to light them up (especially the carriers and space stations) and maybe a system config item for ambient lighting so as we can all tailor it to our individual tastes.
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Tue Dec 25, 2012 8:09 am
#2
Re: More light on the ships and stations
I don't know if I agree with this. I like the fact that it's so dark, It looks beautiful. But some lights on the hull might look cool. But ambient light just makes stuff looks like cartoons, too kid frendly...
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Tue Dec 25, 2012 8:18 am
#3
Re: More light on the ships and stations
Josh mentioned somewhere the lighting would be... difficult with this engine. Depends on all kinds of technobabble that I skipped over. =)
But... there are no problems. Only opportunities for features. =)
X3 has some extremely dark sectors. With asteroids. Big ones and a lot of them.
I wrote this script to give the player an opportunity to temporarily light up the place.
Yes, I know that scripts can't do that. I just didn't care.
But... there are no problems. Only opportunities for features. =)
X3 has some extremely dark sectors. With asteroids. Big ones and a lot of them.
I wrote this script to give the player an opportunity to temporarily light up the place.
Yes, I know that scripts can't do that. I just didn't care.
There is no "I" in Tea. That would be gross.
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Tue Dec 25, 2012 8:47 am
#4
Re: More light on the ships and stations
yes you have in part reason the ambient light maybe is not good idea but some lights on the hull of ship station if is a wish because this help to locate the ships and stations in the dark space...don you believe ?rickisen wrote:I don't know if I agree with this. I like the fact that it's so dark, It looks beautiful. But some lights on the hull might look cool. But ambient light just makes stuff looks like cartoons, too kid frendly...
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Tue Dec 25, 2012 8:57 am
#5
Re: More light on the ships and stations
ok if put the lighs on ship and station is difficult obviosly that this idea is better no and then all depends if this work is possible for josh do it and the people likes the idea too
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Tue Dec 25, 2012 9:17 am
#6
Re: More light on the ships and stations
Josh has made a rather exhaustive comment about this on the kickstarter page that can be found here.
Basically it boils down to the performance gain of not having dynamic lighting.
Basically it boils down to the performance gain of not having dynamic lighting.
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Tue Dec 25, 2012 10:02 am
#7
Re: More light on the ships and stations
thanks for your comment i dont know that...Bele wrote:Josh has made a rather exhaustive comment about this on the kickstarter page that can be found here.
Basically it boils down to the performance gain of not having dynamic lighting.
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Tue Dec 25, 2012 11:24 am
#8
Re: More light on the ships and stations
Understandable as it was posted on kickstarter and not the forums, I don't expect everyone to follow both closely.WASAVA wrote:thanks for your comment i dont know that...
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Tue Dec 25, 2012 2:28 pm
#9
Re: More light on the ships and stations
docking bays should be lighted up, they dont need to light OTHER things up, they should just be easy to see and be these "havens" of blue light and white panels.
some items need the light to be visually diferent from the rest of a ship, like the bridge.
some items need the light to be visually diferent from the rest of a ship, like the bridge.
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Tue Dec 25, 2012 3:56 pm
#10
Re: More light on the ships and stations
I would definitely like to see lights on capital ships in some fashion. Particularly in and around the docking bays.
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Wed Dec 26, 2012 11:30 am
#11
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: More light on the ships and stations
As much as I like specular lighting and real-time shadows, sometimes being able to see other things is more important. Freespace didn't have shadowing and it worked fairly large.
However, I do know the importance of shadows. Nothing says "OMG" like fighting a small dogfight and then suddenly being engulfed in shadow because a huge carrier jumped in not too close and blotted out the star... and is heading your way.
However, I do know the importance of shadows. Nothing says "OMG" like fighting a small dogfight and then suddenly being engulfed in shadow because a huge carrier jumped in not too close and blotted out the star... and is heading your way.
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
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Wed Dec 26, 2012 10:14 pm
#12
Re: More light on the ships and stations
no reason not to have static lighting. i mean perhaps have the option for dynamic lighting but if its limited because of performance issues. leave it up to the player to decide XD. i want my ships and stations to be sparkling gems of light in the vast (relative darkness) of space. XD
If I've rambled and gone off topic im sorry but i tend to be long winded as you might notice if you stumble across my other post XD. thanks for reading.
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Thu Dec 27, 2012 2:42 am
#13
I assume you mean having billboard-type lights, i.e. camera-facing circles of color that look like lights from afar but don't actually produce any light up close?
Re: More light on the ships and stations
Not sure what you're talking about, because static lighting does not move, so you can't have static lighting moving with your shipDadalos wrote:no reason not to have static lighting. i mean perhaps have the option for dynamic lighting but if its limited because of performance issues. leave it up to the player to decide XD. i want my ships and stations to be sparkling gems of light in the vast (relative darkness) of space. XD
I assume you mean having billboard-type lights, i.e. camera-facing circles of color that look like lights from afar but don't actually produce any light up close?
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
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Thu Dec 27, 2012 2:48 am
#14
Re: More light on the ships and stations
The X3 script I linked earlier uses a static dynamic light. =)
It installs a hotkey that lets you drop a "flare" from your ship.
It burns for maybe a minute and the light gradually dims until it fades away.
I did that by creating a whole array of very weak suns where the "flare" is dropped.
One by one these suns are then deleted. That way there is no break while one sun is replaced by a weaker sun.
It's dynamic in a sense of you being able to create it anytime, anywhere. It just uses easily available missiles as "fuel". =)
It installs a hotkey that lets you drop a "flare" from your ship.
It burns for maybe a minute and the light gradually dims until it fades away.
I did that by creating a whole array of very weak suns where the "flare" is dropped.
One by one these suns are then deleted. That way there is no break while one sun is replaced by a weaker sun.
It's dynamic in a sense of you being able to create it anytime, anywhere. It just uses easily available missiles as "fuel". =)
There is no "I" in Tea. That would be gross.
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Thu Dec 27, 2012 2:59 am
#15
(sorry for the spam post.)
Re: More light on the ships and stations
LOLWHATGazz wrote:I did that by creating a whole array of very weak suns where the "flare" is dropped.
(sorry for the spam post.)
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford