Exactly! Techinically some of the stuff I'm asking for is already there but disabled.
In the video you can see light scattering, sss on banners and way better shading on terrain and grass,
- Baked GI is full of artifacts that have been reported infinite times, it seems that a solution to this problem has not yet been found.
- The game lacks of a centralized lighting system to makes everything more homogeneous, actually having the data stored inside the single scene creates oddities like heavily brighter scenes.
*even the interpolated atmosphere xmls makes no sense: why different cultures are supposed to have different lighting? just make it differ regionally in the campaign map then use cultures for different color grades.
- The engine suffers from occluding problems of the lighting coming from the main source, particulary when this one is located at a very low altitude (reported).
- While it has somehow sense, the scenes are small and having the sun project very long shadows that travel the whole scene is really bad looking, not to mention that the entity itself project its shadow from lower lods when located far from the player (reported).
*possible solutions would be to put a length limit to shadows (like kingdom come deliverance) or fade them away as the distance from the terrain grows (resource intensive?)
- Indirect light isn't calculated so there isn't any indirect shadowing, resulting in only one shade instead of multiplying and combining them.
*usually old gen games uses ambient occlusion for this, bannerlord uses it too but it's so subtle to being almost invisible.
- Again, the game can't render a decent lighting for the flora so recreating a forest is out of question.
- There's no light scattering.
- The game is too dependant to baked GI to look better, improve base lighting.
- Artificial lights do not cast shadows, how is this even possible todays? they are already ingame, bugged but you can enable them and they looks superb:
- There's no three point lighting but it's faked in the menus, isn't better to just add it to the game?
- At noon there's a sunlight multiplier blent to the sun altitude that makes the lighing looking like a nuclear blast.
- The shadows are too dependants to skybox and fog values, so having a blue sky with almost neutral colour shadows is not possible.
Possible misinterpretation:
- It seems that GI bakes only the sun arc assigned in the setting and altering it in the atmosphere.xml breaks the baked GI.
Surely I missed something, however don't take this as offense but overall the lighting looks outdated and needs some love... just watch manor lords for comparison, or the upcoming KCD2.
Starting from a minor crime, pretend the player hurt or kill a farming animal: this would trigger the reaction of the villagers beneath a determined radius (otherwise the act go unnoticed) asking for compensation or threatening the request for intervention from the guards. At this point, you pay...
This is a modded flora kind: do you see the variations at the density_multiplier to reduce the probability of spawning that mesh? it always revert to "1" in the editor.
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