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I was playing some Marathon: Ressurection yesterday, when I noticed that, low and behold, UT looks as though it can light enviroments like Doom3, in that the geometry cast shadows, now of course this probably isn't true, but it sure looks like it, and it brings back to me your earlier post Brian about using raytracing to have environments cast shadows, and you said it would be bad for frame rates, well what kind of lighting is this?:

[Image: ex1.jpg]

[Image: ex2.jpg]

This isn't lightmapping is it? I don't think UT supports that, but if it isn't, why couldn't Dim3 have it? And what kind of lighting is it?

EDIT- OH! And another thing, remember when you were talking about a type of lighting that would enable lights to light up a room so that the brightest point for the texture would be white instead of just un-darkened. How would that work, and what would be the downside?
NICE LIGHTING, i wish dim3 could do that!
Yes I know, I hope Brian sees this.
I think the real culprit here is the falloff. It looks to be that UT is using linear fall off right there. Notice how it takes so long to go from totally lit to no light? Quadratic falloff, which I think Dim3 currently uses, is still good for things, but if you notice it causes the walls its really close to to get really bring in a spot(really really bright when you have it a big light) and then it falls off before it really gets a chance to reach the floor. You know? Linear falloff should fix this... It's not as realistic, but there should be an option for it.

I am guessing all this because I've experimented with linear and quadratic falloff lights in Quake3 engine.
I don't get it. it's all chinese to me, and I live in EuropeSad
teh1ghool Wrote:I think the real culprit here is the falloff. It looks to be that UT is using linear fall off right there. Notice how it takes so long to go from totally lit to no light? Quadratic falloff, which I think Dim3 currently uses, is still good for things, but if you notice it causes the walls its really close to to get really bring in a spot(really really bright when you have it a big light) and then it falls off before it really gets a chance to reach the floor. You know? Linear falloff should fix this... It's not as realistic, but there should be an option for it.

I am guessing all this because I've experimented with linear and quadratic falloff lights in Quake3 engine.

I think I would MUCH prefer linear falloff then, even if it isn't as realistic, I would rather have less realistic lighting that look better, then have more realistic lighting that didn't look as good. C'mon Brian look at the post! :P

I think UTs lighting is wonderful and if people saw Dim3 with that kind of lighting, they might be more inclined to use it. Lighting is very important.
i think the only problem with making maps that look like any sifi game is the lighting, you can make the hallways, you can make the pillars, you can make the control panels and the ramps, you can make the textures the models the shadows the weapons the interface but not the lighting Sad. i think lighting is the main problem with making good looking maps in dim3.
Naah. The main problem is the shading of flat colors, Even with diffuse lighting on it could do with some more contrast, but you're right, lighting is indeed a problem.
MORE CONTRAST :lol:!
theres a reason your not suposed to use solid colors Wink :P, lol!
I don't use flat colors... anymore; but UV mapping ain't easy, you should know that.
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