Lighting tutuorials

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Re: Lighting tutuorials

Postby Chacal » Tue Feb 05, 2008 9:58 pm

I was gonna ask about the eight-ball.
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Re: Lighting tutuorials

Postby Trylon » Wed Feb 06, 2008 12:56 am

About the exaggeration of the lighting - That's partly because in real life, there isn't just one light source, but light is scattered in the atmosphere, and by other objects, causing real lighting to come from many different directions.

One way to simulate this is by adding one or two weak sun lamps to the age, that light objects from other (opposing) directions as the main sun.
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Re: Lighting tutuorials

Postby Nadnerb » Wed Feb 06, 2008 1:07 pm

Well, you can simulate bouncing light by placing additional lamps on brightly lit surfaces, or if you're going the baking way, just use the radiosity renderer. ;)
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Re: Lighting tutuorials

Postby D'eux » Sat Mar 15, 2008 2:57 pm

and it's too bad that Uru doesn't use a game engine like this, as making Ages would be a lot more fun, because it would be a lot more easy.


Sadly for us, the Plasma engine has a set of tools that work exactly like this, but they belong to Cyan and will probably never be released. Kyle Wilson, one of Cyan's Plasma coders worked on some export plugins for 3DS Max that worked in conjunction with an implementation of the engine that updated in real-time as objects were updated in Max. Unlike some other games though, Cyan probably never envisaged a modding community of Age writers and while MO:UL sparked some discussion about them releasing some official, easier to use content generation tools, they have never provided a modders toolset like the Crysis Sandbox, Oblivion's Construction Set or the Radiant application you described.

But all the more kudos to the kind folks who are managing to reverse engineer the plugins we do have eh ;)

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Re: Lighting tutuorials

Postby Grogyan » Sat Mar 15, 2008 4:58 pm

D'eux wrote:
and it's too bad that Uru doesn't use a game engine like this, as making Ages would be a lot more fun, because it would be a lot more easy.


Sadly for us, the Plasma engine has a set of tools that work exactly like this, but they belong to Cyan and will probably never be released. Kyle Wilson, one of Cyan's Plasma coders worked on some export plugins for 3DS Max that worked in conjunction with an implementation of the engine that updated in real-time as objects were updated in Max. Unlike some other games though, Cyan probably never envisaged a modding community of Age writers and while MO:UL sparked some discussion about them releasing some official, easier to use content generation tools, they have never provided a modders toolset like the Crysis Sandbox, Oblivion's Construction Set or the Radiant application you described.

But all the more kudos to the kind folks who are managing to reverse engine the plugins we do have eh ;)

-: D'eux :-


They did know about it, right after Prologue, and had plenty of time to sort out any legalities of a modding community.
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