Dynamic sky and time in PR.

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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Dynamic sky and time in PR.

Post by Alek-say »

Hi!
I've found this video on YouTube:

As far as I know, Mosquill is also Dev of PR. So, is possible to see such work in the 1.0 version?
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Dynamic sky and time in PR.

Post by rushn »

I believe there where a couple problems with it

there was a thread on this a while back
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: Dynamic sky and time in PR.

Post by Alek-say »

[R-COM]rushn wrote:I believe there where a couple problems with it

there was a thread on this a while back
So, it's impossible...
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Dynamic sky and time in PR.

Post by 40mmrain »

kashan dark as hell night 10/10 would play

needs lights in bunkers and it's complete
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Dynamic sky and time in PR.

Post by BroCop »

I believe the problem with this is that it works only with dynamic shadows, thus would look odd as lightmaps are static (pre rendered shadows basically)
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Dynamic sky and time in PR.

Post by AfterDune »

It's not impossibru, but requires some external stuff to tell BF2 what sky setting to use (you can refresh the sky settings while playing, but has to be done clientside).

Yeah, the lightmapped shadows don't move. But if you don't use full day/night cycle, but just a few hours, it isn't that obvious. And even if you do use full day/night cycles, I doubt people will notice or care :p .
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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: Dynamic sky and time in PR.

Post by Alek-say »

By the way, I saw many good ides in Mosquill's videos. But, as I understood, it won't be in PR too. Am I right?
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Spyker2041
Posts: 1076
Joined: 2010-03-18 16:25

Re: Dynamic sky and time in PR.

Post by Spyker2041 »

'[R-DEV wrote:AfterDune;1797766']It's not impossibru, but requires some external stuff to tell BF2 what sky setting to use (you can refresh the sky settings while playing, but has to be done clientside).

Yeah, the lightmapped shadows don't move. But if you don't use full day/night cycle, but just a few hours, it isn't that obvious. And even if you do use full day/night cycles, I doubt people will notice or care :p .
It would look so bad if shadows are being cast in the opposite direction that they should.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Dynamic sky and time in PR.

Post by Psyrus »

Spyker2041 wrote:It would look so bad if shadows are being cast in the opposite direction that they should.
I believe it was stated that somehow all objects could be set to render dynamic shadows, however the performance hit would not be worth it (the engine doesn't handle it well)... or something like that.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Dynamic sky and time in PR.

Post by rushn »

Alek-say wrote:By the way, I saw many good ides in Mosquill's videos. But, as I understood, it won't be in PR too. Am I right?
I believe you are correct
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Dynamic sky and time in PR.

Post by lucky.BOY »

[R-COM]rushn wrote:I believe you are correct
I dont think so. IIRC, 3d scopes were only a mosquills video some time ago, and now we have them ingame. Or was it adjustable GL sights? And backup sights, Mosquill showed them on a video, and now they may come ingame, if im not mistaken.


I think that many of things that we see on Mosquills vids will never get ingame, but some of them might..
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