kristus
Megablast!

Posts: 10273
Registered: 07-00 |
GoatLord said:
Well, that and the fact that the shadows aren't particularly dynamic, in that many of them don't respond to a light source that would presumably change their shape and position.
Don't make things up that aren't true and display them as facts.
Clonehunter said:
Not sure if really an effects fail, or if this is really how it works, but in sme areas you'll have a brightly lit room, but if you walk behind some standup wall or pillar it is completely black behind it with no light coming in from the surrounding light.
That is a weakness of the engine's lighting system. There are ways to deal with it though. Like ambient light shaders that some people has worked on adding.
Anyway. Because of the light engine using a stencil shadow technique, there is no light bouncing. This results in that polygons that don't recieve any light at all. Or sections of polygons that are shadowed and otherwise are only being hit by a single light (or if the shadow blocks all lights hitting the surface the shadow is drawn on) there is no light information on the surface and the engine displays it as pitch black.
Now. ways you can deal with this are as follow.
1. You can give all textures a light level. Making them effectively glow in the dark. By doing this to all of them, you can artificially make the game draw these dark corners etc as something other than pitch black. Though this makes it impossible to make any area actually pitch black. Also the textures will look pretty bad with no actual light direction information coming on to them making them look extremely flat seeing as the diffuse texture only really contain colors for the normalmap. (Hexen: Edge of Chaos did this)
2. Like I believe ETQW did, give the game an ambient light level that is set up globally. Again, this has the added flaw that your entire level will be more or less uniformly lit. It makes it difficult to make a map with significantly differing light levels in different areas.
3. Use ambient light shaders and place in the scenes. There are already some in Doom3. Though they are pretty bad. Some others has been made by modders.
There are several other things you can do as a level designer to make the shadows less jarring. Though mostly it is about very careful placing of lights in the world.
Last edited by kristus on 09-15-11 at 00:27
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