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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Lighting test  (Read 17576 times)

cameni

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Lighting test
« on: April 24, 2014, 10:02:41 am »

Test of the unoptimized lighting pipeline.

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ddenn

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Re: Lighting test
« Reply #1 on: April 24, 2014, 11:05:32 am »

Wow, that looks really cool! Will these craters light other objects, like static or vehicles?
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cameni

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Re: Lighting test
« Reply #2 on: April 24, 2014, 11:16:53 am »

Yes they light objects too. Actually not craters are lighting them, but the tracers have attached light sources, and when they hit the ground the light source will stay stuck there. There will be a fade out effect later.
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ddenn

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Re: Lighting test
« Reply #3 on: April 24, 2014, 11:21:10 am »

Perfect!
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Foxiol

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Re: Lighting test
« Reply #4 on: April 24, 2014, 11:27:29 am »

Amazing work. I can see myself throwing some missiles with the Mig just to see the lights traveling over the surface. ;)


PS: We should have a "DOTY" (Developer of the year) price for this guy. Always making progress and adding stuff with such a low crew but in a huge massive scale. Great work for you and all the guys there. ("Mr Pig" too of course haha)
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PytonPago

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Re: Lighting test
« Reply #5 on: April 24, 2014, 02:15:40 pm »

 ... Hell-Bullets ... plasma and laser canons redefined ...



 ... now really, since when is DARPA hiding a portable version of the NAVSEA and test it virtually on your engine ?  :o


P.S.: Can we "stick" some light-sources to stuff and vehicles later on too trough the script ? ( with all or some of the nice parameters like light color, intensity, heading ("degree defined spherical" light sources) and fade timer ) Also, if you hide it behind a partly transparent material (say a blue glass), will the light be filtered on the other side ? (or better formulated, will there be a possible light optical spectrum simulation ... maybe even Prism Physics ? ) Would like to keep a concept of car lights where, when the colored cower is missing or damaged, white base-light would be there playing around. Also cathedrals would look awesome :

« Last Edit: April 24, 2014, 02:19:10 pm by PytonPago »
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cameni

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Re: Lighting test
« Reply #6 on: April 24, 2014, 04:03:28 pm »

Yes it will be possible to add and control lights on vehicles, needs directional lights support. Transparent surfaces ... that's more complicated, Angrypig will have to comment about it. Lighting support in the core is his part, I connected it to the tracers and explosions here, in order to test how it performs.
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HiFlyer

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Re: Lighting test
« Reply #7 on: April 24, 2014, 04:31:39 pm »

Very very Nice!
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Revolver

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Re: Lighting test
« Reply #8 on: April 24, 2014, 05:22:25 pm »

Oha,  :o nice news, thanks.
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ZeosPantera

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Re: Lighting test
« Reply #9 on: April 24, 2014, 07:55:43 pm »

I approve. Needed more huge ones. ALWAYS MORE HUGE ONES!
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PytonPago

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Re: Lighting test
« Reply #10 on: April 25, 2014, 01:29:34 am »

I approve. Needed more huge ones. ALWAYS MORE HUGE ONES!

If only we could blow the half planet away ... would be now with core-magma lighting effect. :D :D :D
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ProGamer

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Re: Lighting test
« Reply #11 on: April 25, 2014, 05:25:39 pm »

Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?

Also, will lighting include the entire known spectrum?
https://www.orcagrowfilm.com/v/vspfiles/templates/34/images/full-visible-spectrum.jpg

This would be useful for simulating various technologies used in combat (especially stealth technologies) and other areas. And actual radar and lidar in game.
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M7

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Re: Lighting test
« Reply #12 on: April 25, 2014, 06:26:06 pm »

Really cool!
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Abc94

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Re: Lighting test
« Reply #13 on: April 26, 2014, 03:51:09 pm »

Looks very good guys!  Lighting is one thing that I really wanted to see in Outerra.

One question though.  How expensive will lighting be in terms of performance?  I know in the video you had hundreds of light sources and the performance seemed fine, but I guess right now you're only lighting nearby terrain.  Will this change when there are many other nearby objects to light as well, or when you start adding more advanced light sources?
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HiFlyer

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Re: Lighting test
« Reply #14 on: April 26, 2014, 04:25:02 pm »

That lighting at the bottom of a conical depression at the top of a mountain could make a very nice volcano........
« Last Edit: May 03, 2014, 12:42:02 pm by HiFlyer »
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