Anything released yet regarding night maps or lighting?

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Ravenloff

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I reviewed the official FAQ again, but didn't see anything specific about night missions, maps, or nightvision goggle ability etc. I know a few of the recently released graphics engines just avoided it altogether, but I'm very interested, as a prospective mod team leader, to see how hard or easy it will be to incorporate night or low-light themes in my mod.
 
Well from what I know and have read from various sources from valve, night maps are possible just like day maps, even the transition from day to night is possible just takes some twinking. As night maps go, it just takes controlling the ambient light, ie making it low to non-existant.

As for night goggles, with shaders, you can easily support that, most older engines used texture swaps to give that effect, but with shaders you can easilly create one that will give the desired effect.

Thats about all I know of it.
 
Well the Traptown video shows a nighttime level. There's also the Father Gregori part in the E3 2004 video and various screenshots.
 
I should have been more specific. How about mounted lights on player models, ala the marines in AvP?
 
???


it sounds like all the features you're asking about are already available in the HalfLife 1 engine
 
I do remember the flashlight from HL1. I was more interested in finding the information on how Source is going to handle mobile light sources in HL2. I should have more accurately asked my first question.

This subject will also apply to outdoor headlight use by vehicles, tower searchlights, things of that nature. I don't know that the HL1 engine could do such things realistically or, at least, visually well done.
 
most of the leak players say, and one e3 video, make it look like the HL2 flashlight is the same as the HL1 one
 
ok well, in HL2 we know we can bind entities to each other,, we know there will be dynamic lights,, so strap a spotlight to a headlight and there you go
 
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