Just saw this and wanted to know if this was actually made whit BF2
if so.. MOSQUILL FOR R-GOD
Re: Dynamic sky
Posted: 2010-06-17 03:18
by Hunt3r
Good ol' Mosquill.
Re: Dynamic sky
Posted: 2010-06-17 03:26
by MasterGypsy
My jaw actually dropped! Awesome! Nice work too bro!
Re: Dynamic sky
Posted: 2010-06-17 03:40
by McBumLuv
Kill001 wrote:next thing you know, he'll probably manage to figure out fastroping
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
Re: Dynamic sky
Posted: 2010-06-17 03:43
by gaurd502
I really hope he figured it out for PR. This could be his 2142 mod.
Re: Dynamic sky
Posted: 2010-06-17 03:47
by sovietpolarbear
You sure a ducking genius
Re: Dynamic sky
Posted: 2010-06-17 03:48
by LithiumFox
For Silent Eagle?
Re: Dynamic sky
Posted: 2010-06-17 04:00
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
Re: Dynamic sky
Posted: 2010-06-17 04:07
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?
Re: Dynamic sky
Posted: 2010-06-17 04:19
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.
Re: Dynamic sky
Posted: 2010-06-17 04:22
by Conman51
just dont put shadows, at least thats the simple solution, plus it makes mapping easier
Re: Dynamic sky
Posted: 2010-06-17 04:23
by ChiefRyza
But looks rubbish. No map in PR lacks static-casted shadows.
Re: Dynamic sky
Posted: 2010-06-17 04:27
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
Re: Dynamic sky
Posted: 2010-06-17 04:34
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.
Re: Dynamic sky
Posted: 2010-06-17 04:52
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
Re: Dynamic sky
Posted: 2010-06-17 04:55
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.
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