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Moving light sources, possible? - Printable Version

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Moving light sources, possible? - Kraggdog - 06-18-2012

Been awhile, but back on the forum to ask a question about the game engine.

I'm fairly sure that it wasn't possible to animate a moving light source in HPL2.

What I mean by this, is to have, say, a glowing ball that could be animated to move around the level as a light source.

If i'm wrong, then please point me to a thread on how to do this in HPL2, if not, will this lighting method be possible in HPL3? (if machine for pigs was developed in HPL3, I haven't kept up with the news).


RE: Moving light sources, possible? - Obliviator27 - 06-18-2012

You could animate it. You'd just need to attach a light souce (Pointlight or Spotlight) to a bone in the animated object's skeleton.

It is also equally possible to have it as a move object as opposed to actually animating it, though it's motions wouldn't be as accurate as you could make it with animations.


RE: Moving light sources, possible? - Kraggdog - 06-18-2012

(06-18-2012, 12:04 PM)Obliviator27 Wrote: You could animate it. You'd just need to attach a light souce (Pointlight or Spotlight) to a bone in the animated object's skeleton.

It is also equally possible to have it as a move object as opposed to actually animating it, though it's motions wouldn't be as accurate as you could make it with animations.
And the lighting / shadows in the scene will be dynamic to reflect this movement? It's not entirely all baked in? I suppose in the same way the lantern works.

Thanks for the tip, will have to try this out


RE: Moving light sources, possible? - Acies - 06-18-2012

I have tried this using a spotlight and it works. Shadows are only cast by spotlights, no baking (where did you get that from?).


RE: Moving light sources, possible? - Kraggdog - 06-18-2012

(06-18-2012, 12:23 PM)Acies Wrote: I have tried this using a spotlight and it works. Shadows are only cast by spotlights, no baking (where did you get that from?).
Just old editors, it's been awhile since I used HPL2