Directional Light, right?


(Crylar) #1

A quick question:
Since ET:QW has much much out door areas I understand the engine has a directional light For the out door sun, right??

I mean, with D3 when you make outdoor parts you have to make the room uber big, and place a mega light to simulate a sun who dosn’t make shadows that turns to fast, as if teh light source was far far away.


(B0rsuk) #2

Squirrels say it’s few big lights + ambient light level.


(carnage) #3

i have not mapped for doom3 so i cant say there is any truth in this but i rememeber reading somewhere about moving some sort of shadow point to the same origin as the light source and they will give very long shadows like from a sun. i think its how they made the outdoor parts in doom3


(Crylar) #4

hmm, even though point light is more right, since the sun does act like one, it seems more resnoble to just have directional light. It would be sad to see the shadows move on the ground as if the light source is very close. It really is one of the things that cankill the feeling of being out doors in daylight.


(odium) #5

You solve this by simply moving the light center off quite a way, this means that the angle in which the shadows are cast from is quite different. Also, if you put the light in a corner, it helps the illusion a bit.


(carnage) #6

the ET QW engine is heavly modified from the doom3 ones to the point where its descriped as a whole new engine and single direction lighting sounds like it would be easier to implemnt than point lighting anway so i would not be surprised to see a new feature to fake sunlight/moolight

a few big lights + ambient light level.

in interviews there has been talks of the ambinent lighting being used to stop the doom3 super dark shadows and a new optimiesed way of implementing it. i dont think they would use several big lights since you are then casuing a lighting pass for every light you use and realy kill performance


(Crylar) #7

Carnage, that’s exactly what I thgough.


(Gabrobot) #8

Doom 3 has point lights, spot lights and directional lights. I’ve used directional lights many times…quite useful for outdoor areas.

Doom 3 also has ambient lights, although I suspect that Quake Wars has a more advanced method of ambient lighting to deal with indoor areas (without requiring careful light placement on the part of the level designer).