Cubemapping, absolutely. Old lighting system, I know nothing about.
Halo used a texture to do its lighting. Essentially radiosity would calculate lighting and then save it to a texture. A high quality radiosity can provide some pretty nice lighting with very little work for the gpu. But radiosity is completely static.
My engine currently uses shadow mapping and glow lighting which is all real time and is kind of expensive on the gpu. Since its real time though I can adjust the shadow quality to be higher near the player and I can also use that same lighting information to apply shadows to the first person models and what not.
I am modeling a map right now, what is the difference between putting it into this and putting it into Halo? Modeling wise I am going to seal the map, just incase. I will unwrap it, etc, like I would with Halo. What else would I need to do to get it into your engine?
My brain hurts and my dick is a fruitloop. Adventure time or something. It sucks that now I have to optimize that code. It's a giant fucking mess and because of that I'm getting a pile of shit where my FPS used to be...
http://www.youtube.com/watch?v=59gigKtnk-o
I'm guessing it's because that type of shadow can't cast onto dynamic models (i.e. the weapon in your hand) except as a primitive form of ambient lighting change around the player, which is more of a trigger than the actual shadow. RAGE did that, and it felt very 2003 in what should have been a cutting-edge engine. It also precludes the use of a convincing day-night cycle in a game, if that's something you want to add.
Easily. You can even have the rain fade in as clouds form over head and the lighting of the map dims to a greyish blue. Like in real life.
I could do that, and I'm considering having lightmaps as an option in the engine. That's not a priority right now though.
Yeah the lighting model I'm using is very expensive on the GPU but is completely dynamic and can create true day night cycles. The values related are in the bsp tag:
Light mapping has it's place. In Unreal Tournament 3 I can see why they used it. It works great in that game and costs little on the GPU. I just decided not to use that kind of lighting. It's easier on the artist to use CSM I think. Less dicking around with lightmaps.Code:sunMapRadius<float> //Radius of the area that you want lit (IE the entire radius of hagemehigh or the island part of death island) anything outside this radius will just be normal brightness. sunRotation<float x, float y> //Position of the sun 0,90 would be straight down from the sky. sunRotationAnimation<float x, float y> //Amount the sun should move every tick sunLightColor<float r, float g, float b> sunShadowColor<float r, float g, float b>
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