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Light Sources Per Tile


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#1
ColorsFade

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I have heard the restriction is 4. Is if four light sources per tile, or four light spheres per tile? 

 

I am trying to find out what is safe to use. I have a dungeon setup now with 1 light source per tile, but some of the spheres overlap tiles, so some tiles have as many as 5 spheres touching a tile. 

 

 



#2
rjshae

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I have heard the restriction is 4. Is if four light sources per tile, or four light spheres per tile? 

 

I am trying to find out what is safe to use. I have a dungeon setup now with 1 light source per tile, but some of the spheres overlap tiles, so some tiles have as many as 5 spheres touching a tile. 

 

I've read here that the maximum is 6, but player torches count toward the total.



#3
4760

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You might find reading this thread interesting too.



#4
ColorsFade

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Okay, so six - that makes it a bit better. At the moment, I do not have more than five spheres touching any single tile. 

 

I tend to turn off the Directional Light property on my interior areas and only use the lights from torches, etc. In this particular dungeon, I wanted it to be dark, but properly lit, so I also blacked out the sky zenith, etc. Well, that did make it absolutely pitch black (what I wanted), but then when it came to placing torches I was not getting enough light in some areas, due to limiting the lights per tile. 

 

It looks good now. Corners in some places are pretty damn dark... Should be fun. 



#5
4760

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In this particular dungeon, I wanted it to be dark[...]that did make it absolutely pitch black (what I wanted)

I'm sure looking forward to seeing this!


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#6
ColorsFade

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I'm sure looking forward to seeing this!

 

This is something I'll definitely be doing a lot of, now that I know how to handle it with the lights. I can see myself building a lot of dungeons this way, and making dark corners, and having things come out of those dark corners... 

 

I remember playing System Shock for the first time, and when you escape that first room (hospital bay) and get out into the first corridor, it had really dark corners and such. And though there was light in places, you had these really pitch black areas ahead of you. Well, that just happened to be where the mutants spawned, and so they'd rush at you out of that darkness... I about crapped my pants. 

 

This particular dungeon.. it's small (by my standards), and was really supposed to be MUCH smaller, but I enjoyed tinkering with this tile set, so it grew. Then a quest idea happened, and it grew some more, and now it's something that should occupy the player for a few minutes anyway... If I can work it... those dark areas will be really useful. 


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#7
rjshae

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There's probably a way to make volumetric shadowy areas using SEF files, without making it too obvious you are doing so. (The dark cloud SEF is a little too obvious, and kind of ugly.) Probably wouldn't work well with PC torches though.