Torches at night?

正在查看此主题的用户

Charan

Recruit
Woah I managed to make the night really dark.(have you ever been in a forest having just moonlight to light your path?).

Hell it's so dark that I think it would be apropriate to add Torches.

So here's the question: is it possible to add a torch that would give light to surrounding area?(i was thinking about shield slot)
 
Well you're last sentence makes me think you're talking about an item that you hold. If so, then I'll have to look into a bit more. I'm sure it's possible though...
 
Yes. A secondary *weapon* that would make fighting and moving at night easier.

Im currently compiling over 30 diffrent skyboxes with light effects. My main goal is:
- Make night darker so it's actually sometimes better to wait for morning(done)
- to merge it with camp entr mod(fighting from fortified positions while camping),
- somehow make troops loose morale while travelling at night,(encourage setting camps at night rather than travelling 24/7)


But of course a working torch(shield) would fit such modifications perfectly ^_^

Could you inform me about any progress made in making such item, please?
 
No, sorry. You should be able to make the torch's fire with a particle system, but M&B's engine does not support moving lights. (IDK about Warband, though.)
 
Lumos 说:
No, sorry. You should be able to make the torch's fire with a particle system, but M&B's engine does not support moving lights. (IDK about Warband, though.)

So there's still hope...
 
Even if it does you can have only very few torches in a battle before you experience a serious performance drop.
 
Soil 说:
Even if it does you can have only very few torches in a battle before you experience a serious performance drop.
really? does it handle light that bad?
 
1.  It's probably possible to do a script that would light up an area and follow the player or Companions or anybody with a torch. Basically, you just need a cyclic check that creates a new Prop light at approximately the right position, and eliminates all of the old ones.  I think that if you cycle the prop IDs, you can even do that pretty efficiently.

But you can't do "attached" lights, no.  It would basically be some medium-fancy smoke-and-mirrors stuff.

2.  Point lights are fairly expensive in this engine.

3.  It might be cheaper to do this with a special kind of particle effect that faked it.
 
Can't you just use agent_set_attached_scene_prop with one of the many light-emitting props?
 
I think the lights are truly dynamic, given the way they flicker and such.  So that may work.  Certainly wouldn't take long to test.
 
Maяcel 说:
Soil 说:
Even if it does you can have only very few torches in a battle before you experience a serious performance drop.
really? does it handle light that bad?

About any engine (except those supporting deferred lighting) will have problems with too many light sources.
 
Hum.... torches already exist?

You can find them on most castles at nigth, dont know if their a item though...
 
I was thinking about this last night.  Is there ways to make weapons emit particles?

xenoargh 说:
I think the lights are truly dynamic, given the way they flicker and such.  So that may work.  Certainly wouldn't take long to test.

I'll test it when I get back from work. 
 
yes, it's positioned as a scene prop, and it is fixed in position.  The only way to make scene props move is in pre-determined re-spawns like the siege towers.  (they spawn at about 10 or 15 different places getting closer and closer to the wall, which gives the impression of jerky movement).
 
Amman de Stazia 说:
The only way to make scene props move is in pre-determined re-spawns like the siege towers.
No, you can move scene props as you wish.
However, rendered light from a light source prop stays at initial position.
 
后退
顶部 底部