Dynamic sky

General discussion of the Project Reality: BF2 modification.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Dynamic sky

Post by rampo »



http://www.youtube.com/watch?v=alH-6JoC ... eature=sub

Just saw this and wanted to know if this was actually made whit BF2

if so.. MOSQUILL FOR R-GOD
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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Dynamic sky

Post by Hunt3r »

Good ol' Mosquill.
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MasterGypsy
Posts: 53
Joined: 2010-05-23 05:55

Re: Dynamic sky

Post by MasterGypsy »

My jaw actually dropped! Awesome! Nice work too bro!
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Dynamic sky

Post by McBumLuv »

Kill001 wrote:next thing you know, he'll probably manage to figure out fastroping :D
But that would be too obvious. Mosquill loves just doing the things people almost take for granted that don't seem possible, at least that's what it's looked like :p
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gaurd502
Posts: 366
Joined: 2008-03-22 14:59

Re: Dynamic sky

Post by gaurd502 »

I really hope he figured it out for PR. This could be his 2142 mod.
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sovietpolarbear
Posts: 65
Joined: 2010-02-06 17:01

Re: Dynamic sky

Post by sovietpolarbear »

You sure a ducking genius :D
Last edited by Saobh on 2010-06-17 21:18, edited 2 times in total.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Dynamic sky

Post by LithiumFox »

For Silent Eagle?

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Dynamic sky

Post by OkitaMakoto »

Nice! :)

Though I'm sure lightmapped objects shadows will remain nonchanging (since they arent rendered in constant real time like vehicle and unit shadows :\

Though, they technically can be set to have shadows rendered like that...

Definitely looks beautiful though :)
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Dynamic sky

Post by Conman51 »

[R-DEV]OkitaMakoto wrote:Nice! :)

Though I'm sure lightmapped objects shadows will remain nonchanging (since they arent rendered in constant real time like vehicle and unit shadows :\

Though, they technically can be set to have shadows rendered like that...

Definitely looks beautiful though :)
the Humvee shadow moved though?

doesnt that count?
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Dynamic sky

Post by ChiefRyza »

Vehicles and Soldiers cast dynamic shadows, buildings and statics however use lightmaps that are all pre-calculated and baked onto the terrain. This is unbelievable though, if only there were a way to get around the building shadows problem.


Current project: Operation Tempest
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Dynamic sky

Post by Conman51 »

just dont put shadows, at least thats the simple solution, plus it makes mapping easier
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Dynamic sky

Post by ChiefRyza »

But looks rubbish. No map in PR lacks static-casted shadows.


Current project: Operation Tempest
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Dynamic sky

Post by Conman51 »

i see some problems with this too though, in regards to in game time, itll just be weird if 1 hour on the clock is one day in game
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Dynamic sky

Post by dtacs »

Conman51 wrote:just dont put shadows, at least thats the simple solution, plus it makes mapping easier
Agreed, even if it isn't realistic maybe finally we'd have a SEagle where we could bloody SEE something.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Dynamic sky

Post by LithiumFox »

What i was thinking that it could lead to rounds where it starts before day break and about 20 minutes into the round it turns into morning, then it could be real time hours, getting a bit brighter per every hour played, so you could put it that every hour of gameplay = 1 hour 15 minutes real time, thus the end of the round, starting at six, could be about 10 ish on average
:D

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Dynamic sky

Post by CodeRedFox »

The way to make lighting look sorta correct on a map is to do a Ambient occlusion lightmap (required 3dsmax/maya to complete level). Its allot more work not less, and no PR map should be without lighting. It just looks crappy.
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"apcs, like dogs can't look up" - Dr2B Rudd
xI DIaboLoS Ix
Posts: 65
Joined: 2009-01-20 23:55

Re: Dynamic sky

Post by xI DIaboLoS Ix »

rampo93(FIN) wrote:

YouTube - PR: dynamic sky

Just saw this and wanted to know if this was actually made whit BF2

if so.. MOSQUILL FOR R-GOD


Well, if this comes out for PR I might just lose a few months of my life. I mind as well start stocking up on some V drinks, snickers and assorted lollies. Night time fighting? Does this mean we get night vision goggles :D
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