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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