Dev Blog 08/11/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_110_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Lighting is an extremely important aspect of any modern game. Bad lighting can make the most detailed models and textures seem drab and lifeless, while good lighting helps to bring together the different visual elements on-screen to provide a more realistic and aesthetically pleasing polish.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/130
 
DtheHun said:
How static is the thing? For example, if I open a door (like in old Mount&Blade tutorial) will the lights from one room infiltrate into the other, or it's sticked to the staring geometry of the level?
Interesting question.
There was really bad lighting in indoors places that really worried me, I hope they have sorted it out.
 
This is completely unrelated but am I the only one thinking that Bannerlord will have a small bit of fantasy as easter eggs or something like the original game was ment to have?

o_0
 
Insider said:
They are too busy with the beta and they don't want to talk about things that would spoil the full game, the topics we demand to know about are not implemented or poorly implemented, aside from the fact that Callum probably is doing PR/testing/preparing the new forums/etc because the boss doesn't want to hire more people. I actually prefer to wait until March to know more stuff about the game, even though I am expecting some kind of delay to be honest

This is the situation that we have to digest even if we do not want to; however, it is entirely understandable and I partly agree. However, once March arrives; the imperative requirement is to carry out in a strictly specific way from a COMPLETE list of ALL the available features in the EA along with another (also specific) of what is LEFT and we will find in the final build.

Therefore, it is good that they inform us about music, global illumination etc... However, the closer we get to March, the more importance will be given to the lack of information about the main features (What else remains to be explained?); even if they are brush-strokes, they will be well received.
 
Worldsprayer said:
I'm kinda curious as to why they're beginning to regularly miss dev blogs. I'm having flashbacks to years gone by.  They'd done a really great job for a long time, but now it's multiple weeks in between articles requiring roughly 2 hours to write and proof and get screenshots for.

Callum did say that blogs would become less frequent, instead of every week we'd get them every fortnight and has told us in advance if there has been a delay.
 
In Warband scenes, light source props were limited to a maximum of 10 (such as the props you would place to emit light coming from a torch or a campfire), is this still a limit in Bannerlord, or has it been increased?
 
Flavberg said:
In Warband scenes, light source props were limited to a maximum of 10 (such as the props you would place to emit light coming from a torch or a campfire), is this still a limit in Bannerlord, or has it been increased?

I'd like to know too, something which really limited good lighting in big warband scenes, or anything decent sized ones really with many rooms.
 
I understand yall still working on the singleplayer, but we'd like a blog on singleplayer mechanics. I'm very interested in the weapon smithing and the new crime system. Something we can read that we actually want. Also doing blogs on the single player mechanics will give people hype about bannerlord and keep coming back, I know a few people from the community who, same as me, have gotten bored of the blogs posts that players wont understand or care about. Especially since these past few blog posts haven't been consistent
 
March 31st is a Tuesday.
I can't help but imagine Callum reaching the forums the last Monday of March to tell us that the EA has been delayed and will be up and running as soon as possible, but without a fixed date, it's going to be released when it's ready...


:lol: :lol:
 
So, to achieve the desired visual result while remaining conscious of hardware usage, our automated baking process uses the navigation mesh to find the positions that agents can go. Then, from these positions, rays are cast to find the visible points on the scene. For all of these points, the automatic process then places probes in a grid fashion.

This is pretty funny, and also quite an interesting way of doing it. This is like something I would do. :lol: Also thanks for linking the papers.

Flavberg said:
In Warband scenes, light source props were limited to a maximum of 10 (such as the props you would place to emit light coming from a torch or a campfire), is this still a limit in Bannerlord, or has it been increased?

Modern engines support dozens of shadowed lights so long as they don't overlap too much, and a near infinite number of unshadowed lights. And contrary to what a lot of people say, bannerlord is a modern game engine. It would be really unusual if there was a hard limit like back in 2010.
 
FBohler said:
March 31st is a Tuesday.
I can't help but imagine Callum reaching the forums the last Monday of March to tell us that the EA has been delayed and will be up and running as soon as possible, but without a fixed date, it's going to be released when it's ready...


:lol: :lol:

I'd bet money on this given the state of multiplayer.
 
Dearmad said:
FBohler said:
March 31st is a Tuesday.
I can't help but imagine Callum reaching the forums the last Monday of March to tell us that the EA has been delayed and will be up and running as soon as possible, but without a fixed date, it's going to be released when it's ready...


:lol: :lol:

I'd bet money on this given the state of multiplayer.

CctFYs3UsAAqtfK.jpg
 
NUQAR'S Kentucky "Nuqar" James XXL said:
So, to achieve the desired visual result while remaining conscious of hardware usage, our automated baking process uses the navigation mesh to find the positions that agents can go. Then, from these positions, rays are cast to find the visible points on the scene. For all of these points, the automatic process then places probes in a grid fashion.

This is pretty funny, and also quite an interesting way of doing it. This is like something I would do. :lol: Also thanks for linking the papers.

Flavberg said:
In Warband scenes, light source props were limited to a maximum of 10 (such as the props you would place to emit light coming from a torch or a campfire), is this still a limit in Bannerlord, or has it been increased?

Modern engines support dozens of shadowed lights so long as they don't overlap too much, and a near infinite number of unshadowed lights. And contrary to what a lot of people say, bannerlord is a modern game engine. It would be really unusual if there was a hard limit like back in 2010.
I suppose there won't be any real "limit" to the number of static lights and from what I know the engine can handle dynamic shadows so it will be possible to create torches.
 
RkT said:
My reaction to seeing the blog, and finishing reading it.

giphy.gif

game engine using global illumination is excellence,
This automatic baking process can be build umbra, penumbra , ambient shadow, mid-tone color, core shadow at the same time. And the good news is that this will also be available to modders and is as simple as the click of a button in the scene editor.
:grin:
 
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