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Area lights.

Posted: Wed Oct 07, 2009 4:43 pm
by adameros
Right now, it appears there is an ambient light the permeates the world, when you play. I think it would be interesting to have spot lighting.

Let's say you want a warehouse, like at the end of Indiana Jones and the Lost Ark, you would like well light main aisles, but the side aisles need to be basked in shadow, so people have a hard time seeing your tank till it's too late.

To go with it, maybe a "headlights flag", where a cone of light comes out of the front of your tank, letting you see in the shadows, but also making you easy to spot.

I understand this would be a big change to the BZ client, maybe for version 4.0.

Re: Area lights.

Posted: Thu Oct 08, 2009 2:44 am
by Spazzy McGee
You can make a kind of 'fake' spot lighting effect by using a mesh with a gradient texture, but it looks a bit crap.

I agree that a lighting object would be very cool, with options as to the type of light (omni-directional, spot, etc.), and the colour.

Re: Area lights.

Posted: Thu Oct 08, 2009 11:59 pm
by lep
This would be a very interesting addition to BZFlag and maps.

Oh goodness...version 4.0. Did the dev's want to see that :D?

Re: Area lights.

Posted: Fri Oct 09, 2009 1:38 am
by Bambino
Lets wait for 3.0 to come out before we talk about 4.0

Re: Area lights.

Posted: Fri Oct 09, 2009 3:30 am
by lep
haaa thats what i meant.
do we wanna see that after all the hard work put into 3.0? haha but again good thinking adameros on this addition

Re: Area lights.

Posted: Sat Oct 10, 2009 10:20 pm
by gentle giant
how about before we go to 3.0 we go back to 1.0 :P

Re: Area lights.

Posted: Mon Oct 12, 2009 1:36 am
by Quantum Tank
Yeah, lighting would be a great addition. I've seen some pretty good quasi-lighting on some maps, but you could make really immersive maps with it actually a feature.

Re: Area lights.

Posted: Sat Nov 21, 2009 3:18 pm
by yarro
I'd like to see tank luminosity as well, it can be hard to make out the color of the enemy at night.

Re: Area lights.

Posted: Tue Nov 24, 2009 7:32 pm
by Strakowski
Yarro wrote:I'd like to see tank luminosity as well, it can be hard to make out the color of the enemy at night.
If you could assign tank luminosity exclusively to certain tanks,that'd be a wild rabbit chase. (Glowing rabbit, dull hunters)

Re: Area lights.

Posted: Tue Nov 24, 2009 10:20 pm
by JeffM
Volumetric lighting ( the real name for what you are describing) is most commonly implemented as shaders, it is not a feature of "bare bones" openGL. Doing so in bzflag would change the minimum hardware requirements. It may happen at some point but probably not until the graphics system was cleaned up or extended some more.

As pointed out it would have gameplay implications (like fog does) so it would be hard to make it an optional feature for older cards.