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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Vehicle lights  (Read 4639 times)

cameni

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Vehicle lights
« on: February 02, 2015, 04:19:12 pm »

Initial lights support is being enhanced a bit. Previously, reflectors weren't lit, there was only a bit of halo. Upcoming version will light up also the reflector, so it looks much better.



Support for turn signal controls was also added.

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Levi

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Re: Vehicle lights
« Reply #1 on: February 02, 2015, 04:28:15 pm »

Absolutely gorgeous!
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HiFlyer

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Re: Vehicle lights
« Reply #2 on: February 02, 2015, 04:41:33 pm »

  :)

I have a mega-video in mind, but I'm waiting for when Levi and friends release a plane with lights and etc.

Come on, you know he's gonna do it!  :)
« Last Edit: February 02, 2015, 06:43:13 pm by HiFlyer »
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tknudsen

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Re: Vehicle lights
« Reply #3 on: February 07, 2015, 08:48:02 pm »

Awesome
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Revolver

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Re: Vehicle lights
« Reply #4 on: February 07, 2015, 09:05:32 pm »

@ Cameni
Have a specific question namely how it will look, for example, with the searching floodlight.
If the beam of light so long his becomes around on 10000 m
to light up a flying object? ???

« Last Edit: February 07, 2015, 09:07:50 pm by AH-DG »
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thx_nb

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Re: Vehicle lights
« Reply #5 on: February 08, 2015, 08:11:28 am »

A quick test with one of the T817 front light on high intensity (10000) and a narrow beam (10 deg) shows that with this should work. The beam lighted hills at least 13km ahead.
It seems though the camera viewpoint and renderer stop showing the light after about 12-13km.

As seen from the light (the truck in this case)

View from the lighted hills

Same view in daylight
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John514

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Re: Vehicle lights
« Reply #6 on: February 12, 2015, 12:14:59 pm »

Some questions, if I may:
1) How many light sources can we have on screen (or loaded) and how much is performance affected?
2) How are light emmiters created? Are they just emissive textures?
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