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Dynamic sky and time in PR.

Posted: 2012-07-26 04:46
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?

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 04:56
by rushn
I believe there where a couple problems with it

there was a thread on this a while back

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 05:00
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...

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 06:49
by 40mmrain
kashan dark as hell night 10/10 would play

needs lights in bunkers and it's complete

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 09:06
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)

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 09:18
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 .

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 12:12
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?

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 12:45
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.

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 14:43
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.

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 18:44
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

Re: Dynamic sky and time in PR.

Posted: 2012-07-26 19:54
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..