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box lights or spot lights? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: box lights or spot lights? (/thread-15887.html) |
box lights or spot lights? - madifier - 06-06-2012 I'm going to be working on a large project custom story, and I would like to get the template items out of the way before diving too deep into decorating the individual areas. (me decorate well? yeah right.) ANYWAY. I was experimenting with the spot light in place of the setting sun or moon for atmosphere, but when I loaded up the area in-game I noticed several problems with the shadows: broken shapes as well as a shadow bound to the user. Strange as it was, I haven't been able to fix it. Something else I noticed while searching for my problem is that shadow casting is costly in processing speed. My question: Should I place multiple box lights around an area to make fake shadows of large rocks and walls, or should I continue to aim for the one spot light? Which will be easier on the user's computer? RE: box lights or spot lights? - Rapture - 06-06-2012 (1a) Spotlights really far away make blocky shadows. (1b) Change the Alphas of them to 0, that will save alot of performance. (1c) Use a low intensity boxlight if you have moon (or sun) out + spotlights. About the "broken shapes" can you a post a image? I'm not sure what your talking about. (1d) Boxlights don't generate any shadows that I'm aware of. RE: box lights or spot lights? - madifier - 06-06-2012 (06-06-2012, 02:22 AM)Rapture Wrote: (1a) Spotlights really far away make blocky shadows.1a) alrighty, I'll have to try a different position then 1d) correct. The fake shadows I'm talking about are... take a 3x3 grid for example, place box lights at each section except one, so an example would be a candle at location (0,0), a wall or curtain at (1,0), the grid point (2,0) would not have a box light or perhaps a darker light than the others. So 8 box lights are creating what a single spot light would do. But I'll try your recommendation of a closer spot light. [attachment=2956] The spot light is approximately the same angle as the sunset. I don't think the house shadow is suppose to look like that. RE: box lights or spot lights? - Rapture - 06-06-2012 What's wrong with your skybox? :x Shadows are somewhat arbitrary, but I would suggest tuning down the Reach of the spotlight so the ends aren't so shadow sharp. RE: box lights or spot lights? - madifier - 06-07-2012 Interesting. thanks for the help with the light suggestions. (tilts head) my skybox? For the moment it's a filler until I come up with something better or fix the pixelation that's in it. You like? EDIT: I made some changes in the level editor and found my spot light was set to low res shadows. that's what was causing such poor quality shadows. Seems like every time I turn around the level editor, material thing, or something either doesn't load right or crashes spontaneously. I may just make that my signature. XD RE: box lights or spot lights? - Acies - 06-07-2012 Create a gobo instead ![]() RE: box lights or spot lights? - madifier - 06-08-2012 (06-07-2012, 06:38 PM)Acies Wrote: Create a gobo insteadI may use that when I'm indoors, dungeons and the lot, but with close to 130 outside areas, I might have to bite the bullet on performance. Thanks for the suggestion though. Yes, you saw correctly, 130 areas and coupled with indoors that'll probably jump to 150+ at least. Probably be a year before I'm done. If your curious about the project, I'll give more details at a later date. |