Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by stiggyhead
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
If you put a lot of lights, dynamic or not, make sure you activate/deactivate them with triggers along the way so that you don't have all the lights activated at once and you should be safe from any performance issue.
a quick and dirty method for this:-
use distance operator against the bike and light.
two input operator (less, operand1=distance,operand2=meters before active)
light(enable checkbox to the two input operator)
do the above for each light and save yourself a couple of area triggers.
edit:
another method (DLC):
use screen (X) from the object info source pointing to the light
two input operator (less, operand1=screen value,operand2=1 to 2)
light(enable checkbox to the two input operator)
screen gives the screen x/y and z (depth) value, and outputs +/- 1, 0 being the camera location or center of the screen.
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by dasraiser
a quick and dirty method for this:-
use distance operator against the bike and light.
two input operator (less, operand1=distance,operand2=meters before active)
light(enable checkbox to the two input operator)
do the above for each light and save yourself a couple of area triggers.
edit:
another method (DLC):
use screen (X) from the object info source pointing to the light
two input operator (less, operand1=screen value,operand2=1 to 2)
light(enable checkbox to the two input operator)
screen gives the screen x/y and z (depth) value, and outputs +/- 1, 0 being the camera location or center of the screen.
I'll have to try this for a track i'm making. Thanks. http://forum.redlynx.com/forum/image...icon/smile.gif
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by Jarr3tt88
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.
Oh, thats pretty simple ( http://forum.redlynx.com/forum/image...on_redface.gif ), thanks anyway!
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by Jarr3tt88
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.
You can also use it for weather effects, effects, etc. You can add in input operators to mkae it near the rider as well if you want (for example to put rain above the rider). Its pretty handy.
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by Barrybarfly
Quote:
Originally Posted by Jarr3tt88
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.
You can also use it for weather effects, effects, etc. You can add in input operators to mkae it near the rider as well if you want (for example to put rain above the rider). Its pretty handy.
Yeah that would help seeing as my new track has some snow the way through (well im planning for it) so i guess that could save alot of performance and complexity, thanks!
Re: The Importance of Lighting in Tracks.
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Barrybarfly
Quote:
Originally Posted by Jarr3tt88
Quote:
Originally Posted by LitTlExJeZuZ
Quote:
Originally Posted by Fernanjoe
Good thread this. I had trouble trying to get a good lighting feel on my captain caveman track, which is set underground. Without having the natural sunlight i had to put a fair few others in. I still think the track is a bit dark but i ended up using a point light to follow the riders position with an object position event. I think this is used on the depths track in the main game. I found this the best solution to keep the track line lit without having to put loads of other lights in. Anyone got any other tips for lighting indoor/underground tracks?
How do you do this?
You the position information tools x, y, z of the rider, or bike part. Then use those numbers for the OPE. Send the OPE to the light, should follow it.
You can also use it for weather effects, effects, etc. You can add in input operators to mkae it near the rider as well if you want (for example to put rain above the rider). Its pretty handy.
Yeah that would help seeing as my new track has some snow the way through (well im planning for it) so i guess that could save alot of performance and complexity, thanks!
This is a long time after the fact...
Only clicked about this (following the rider) after I made adventure of doom
In fact , I think it was Barry B that made that possible
That's what I'm using on my "Wolves" track