dynamic shadows only on objects you can manipulate

  • Thread starter Thread starter sk1llfatal
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junco said:
what about Thief III ? anyone played it? I have it and as far as i can tell every single light source casts dynamic shadows. in fact without this the game would be a lot harder (you use shadows a lot to figure out where enemies are) runs smooth as silk too.

Medievil Splinter Cell. I don't think every light is dynamic.
 
Doesn't matter, since theif III is no doubt descended from it's Theif ancestor.
It's improper to refer to Theif anything as based on Splinter Cell
 
True, but, you get the idea why he said what he said.
 
Well from what I can tell from the 2004 video as well as the 2003 video...there is hardly anything you can't pick up or move around besides the background and stationary objects like big buildings. Also there is not many light sources moving around, so the shadows don't move around.
 
mirageacg said:
OMG people, yes, the whole thing about the ligt fixture swinging and then casting dyanimc shadows is TRUE TRUE TRUE!!! I have seen it first hand, so basically, you need to stop talking and just wait for the game to come out... seriously.

What's the use of us speculating when some biatch comes in and says he's seen it in the stolen build... :hmph:
 
lans said:
What's the use of us speculating when some biatch comes in and says he's seen it in the stolen build... :hmph:

Because he actually hasn't.
 
As I mentioned earlier, some of my doom 3 loving friends said that the lighting is not fully realtime, there are also lightmaps. There is even an option just to turn off the lights which are real time and leave the lightmaps for lower spec systems.
 
I don't think so. I know what they are talking about: you set r_shadows to 0. But I don't think that turns off all the shadows to reveal lightmaps, I think it just turns shadows off of moving objects like characters. What's left isn't lightmaps, and if they were, they'd be pretty low quality lightmaps.
 
Tbh, if that is true... it's almost a waste of resources.... Why not just use lightmaps for stuff that will never move?
 
because Doom3 is l337. I swore to myself i would never say that....;(

TBH i think they just want to have kick arse lighting everywhere, maybe lightmaps don't produce quite as constantly impressive results as the constant dynamic lighting thing.

I think HL2 has it right with the lightmaps and then using dynamic lighting as supplement, means it is less taxing on the computers and gives more space for other wizardry, plus you can be more diverse with Source, D3 seems to limit you to dark and scary, we shall have to see.
 
Because if you use lightmaps, they look different than the real time lighting. Lightmaps are usually going to give you much higher quality light simulations because of radiosity calcs and so on. Dynamic lights usually have to be fairly simplistic or else they are a huge drain on resources. They don't mesh all that well (high quality but static vs. low quality but dynamic) which is why games that mix the two tend to switch off the use of one in one area, and another in another area.

Also, the lighting in Doom3 isn't jsut about moving: characters should also be able to block certain lights, even if they are still on with r_shadows set to off.
 
I think the whole light thing is a bit overated.

Sure, it would look good if it would/could do A,B,C, but does it make the game as a whole better? I can see a scary game (Doom obviously) using specific lighting effects for effect, but some games really don't need all the flash to make lighting effective.

As long as the lighting looks decent, and fairly realistic, than I will be extremely happy with HL2, and from the videos, it looks good enough for me. And I won't even have to worry about it sucking my system down to a crawl.
 
Someone said:
I think the whole light thing is a bit overated.

Sure, it would look good if it would/could do A,B,C, but does it make the game as a whole better? I can see a scary game (Doom obviously) using specific lighting effects for effect, but some games really don't need all the flash to make lighting effective.

As long as the lighting looks decent, and fairly realistic, than I will be extremely happy with HL2, and from the videos, it looks good enough for me. And I won't even have to worry about it sucking my system down to a crawl.

True, half-life 2 doesn't restrain itself to claustrophobic corridors like Doom 3 and Riddick. Even F.E.A.R seems to need flashlights and night wandering in corridors. So dynamic shadows and lighting isn't all that important in HL2's case.
 
Apos said:
It's fully real time, like doom3.

Well that's a stupid claim, especially for one who claims to know just about everything DOom3 can do.

Doom3's lighting is not in any other games, it's unique to doom3 at this point.
 
No, it's not. Download the Theif3 demo. Exact same lighting method. DeusEx2 had it too. It's not like it's some incredible unknown secret. It's one of the simplest known forms of direct lighting, just a basic brute force method.
 
See, here. Had to shrink it down a lot, but you can see that:

-My character's head is casting a shadow onto the dead body he's carrying, and though you can't see it all that well, his arms are acsting shadows onto his own legs
-all the shadows are moving as the torch flickers
-if there were multiple lightsources, you'd see multiple shadows, all of which blend together properly
 
i have lost the reason why you are posting that? To show it's been done before or to show what it looks like?
 
Responding to RougueShadow, who seems to think that Doom3's engine uses a unique magical orb of power that Carmack won in a battle to the death against a demon from the fifth circle of hell, instead of a well known direct lighting solution.
 
so that was just a rumour? Carmack is of this world? I am going to have to rethink a lot of things, i'm going to London for the weekend now...yes.

P.S. Half-Life is using what methods of dealing with lighting, anyone got the full story?
 
Three main methods
-High quality static lightmaps
-projected shadows on moveable objects so they can afford to have tons of objects
-rumored dynamic lights used sparingly (not confirmed)

In addition, models all seem to be shadowed/lit/shaded real time by even static lightsources.
 
just watch the vid
many very simple things dont even have any shadow
well nvm, lets just wait for the game to be released :)
 
did you think _I_ wouldn't notice "sk1llfatal"?
 
first game I ever player with dynamic lighting of some sort was never winter nights and i kinda like the effect .. but im not a lighting fan .. im more of a sound and physics fan myself ..

whatever floats your boat

apart from the overlapping shadows.. like the crane + crate shadows.. i liked the lighting the way it is
 
Apos said:
In addition, models all seem to be shadowed/lit/shaded real time by even static lightsources.

I've seen no evidence of proper shadows being casted from light sources.

Although, your response here is a little fuzzy.. would you care to elaborate on your statement?
 
I've seen no evidence of proper shadows being casted from light sources.

Cast ONTO the characters. The characters still have projected shadows, but they themselves get light/shadow/other shading effects applied to them. You can see this in virtually every instance in which there is a character walking around. Alyx and Kliener in the lab video. The Combine walking under the lights in the train station. The severed legs and zombie moving in and out of the light in Ravenholm. etc.
 
Apos said:
Cast ONTO the characters. The characters still have projected shadows, but they themselves get light/shadow/other shading effects applied to them. You can see this in virtually every instance in which there is a character walking around. Alyx and Kliener in the lab video. The Combine walking under the lights in the train station. The severed legs and zombie moving in and out of the light in Ravenholm. etc.

Ah, okay. That's more clear :)

..in which case, I concur!
 
Yeah, neverwinter nights lighting was a WORLD apart of anything else seen before by far when it was released.
 
but objects you can not manipulate throw a shadow, that doesnt apply to other stuff around
 
but objects you can not manipulate throw a shadow, that doesnt apply to other stuff around

When come back, bring english.
 
just like everything else... WE'LL SEE

don't most of you guys have mods to do?
 
Crusader said:
I guess one of the reasons the binks aren't coming out right away, is that they are fixing some of the issues that have been pointed out such as the lack of shadows for the table etc. before they record them.

Sorry to breathe life into this near-decaying thread, but which part of the vid shows the table that is missing the shadow? Is it the table that the guy is sitting at in the trainstation (the guy who says "don't drink the water blah blah")?

Just been watching the vid again and can't find this stuff.. Can anyone tell me what issues have been raised as Crusader points out? If there is a thread on this please point me in the right direction. Thanks...

I just love finding stuff like this... anything todivert me from study for my last exam...
 
Yeah, that guy has a shadow, but the bench he's sitting on doesn't. Looks odd.

This thread dead? Naw: I still need RougeShadow to come back and admit that Theif has direct lighting.
 
ahh I thought that might have been the table. Thanks for letting me know. Any other "issues" raised from teh vids that I should know about?
 
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