Author Topic: Lighting  (Read 2956 times)

peewee_RotA

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Lighting
« on: February 20, 2014, 04:00:28 PM »
I'm just about to start making some real lighting changes. I'm looking to have a main room that is bright with a skylight and a few paths off to the side that darken as they go on. Will the light bleed at the same level through all of the corridors? I've not made too many changes to the brightness of sectors, but all the ones I've tried so far have ignored the value in favor of the bleeding light values. (Meaning rooms with a door in the way are dark and rooms connected to lights are very bright.

I did notice that the door sectors in Q1M1 are very dark. I wonder if that has something to do with cutting out on light. Next thing I'm going to try is putting very dark sectors between the light source and the unlit hallways to see what happens.


I'm starting to wonder at this point if this is why there are so many doors in the main quests... to cut out light bleed. It's probably also why the dragon's den is full lit even to the very back room.

Any advice would be much appreciated!

LysleShields

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Re: Lighting
« Reply #1 on: February 20, 2014, 09:40:12 PM »
Yeah, the lighting can be a little confusing.  The lighting system works by averaging out light sources between adjacent sectors, but the key problem you'll have is everything will either end up pitch black or the outside light unless you place doors.  The best way to work is to start with the darkness and work out.  Torches and other lit items produce light that will be spread to the next sectors.  Interestingly, the lighting system averages with the next room and the next room with no loss.  One candle will light up the whole dungeon -- until you have a door.  A door will then only let a percentage of the light go through based on how open the door is.  In way, doors are the game's darkness objects.  They pull all light to zero when closed.

So, here's an example (reference the picture links).  I've setup a hallway with about 7 sectors from end to end.

aalight1.png shows a hallway with light from the (red) sky on both ends.  The hallway in between will always match the sky light level.


aalight2.png has only one end of the hallway open to the sky, but the light will still flow to the end and not dim as there is nothing to pull the area dark.


aalight3.png has a door put in the middle.  As you can see, the sector between the door and the sky is about half brightness.


aalight4.png has the door at the very end of the hallway.  There are about 4 sectors in between now and it steps from sky (sorry, a darker time of day) down to the end of the very dark hallway.


Again, I realize this is a little weird, but think of adding light to a dungeon.  Use the doors for entering the dungeon and darker areas.

Technically, what I need is a 'set light' editor object that forces the sector light to some level, or maybe even a darkness percent like the doors, so  you can force the area darker.  I suppose that could be added.

LysleShields

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Re: Lighting
« Reply #2 on: February 20, 2014, 09:49:40 PM »

peewee_RotA

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Re: Lighting
« Reply #3 on: February 21, 2014, 06:06:52 AM »
I think having objects that cut into the light would really help. Things that take the brightest touching sector and divide it by a percentage. It could either take that percentage from the attribute/value or have presets. Like 25%, 50%, 75%, and none. I guess the edges of these sectors would then have to force the averaging of light to stop.