Topic: World dependent lighting?
Astuur Topic Opener |
Posted at: 2011-05-25, 12:20
Being obsessed with the artwork side of WL currently, I'd like to throw an idea into the ring for discussion (yep, yet another one ) Our worlds all have a different atmosphese. Part of this and its visual side is lighting. Now, this may be easy to code, or next to impossible, no idea.
all very subtle, of course... So ... nonsense, or worth trying? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
death |
Posted at: 2011-05-25, 12:55
It's a two ended problem. Either we could render imagery with a tone or a filter could be put on top of the image when rendering and that's a programming issue. I really don't want to maintain per land building sets. This is the main obstacle on option one. Option 2 will probably just not look good, but would need a coder to try it out. Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-26, 06:48
Perhaps our programmer could even supply a solution that would Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-05-30, 19:43
I like the idea. S2 had different graphic sets for worlds (winterland for example had snow covered buildings). I do not see how to implement solution 2 though. I mean it is theoretically possible, but I guess it will not look pretty and it will likely only be fast enough in open gl mode. Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-30, 19:53
Sorry... what exactly is option 2? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-05-30, 21:39
I meant more general speaking: chaning appearance by programming: be it filters or 'true' 3d lighting (which would likely look strange on widelands 2D world). Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-31, 15:46
But are we not actually doing a primitive form of that already? Edit: Edited: 2011-05-31, 16:01
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-06-16, 09:42
Yes, we do some preprocessing of UI images, but this is a simple form and can be precalculated for each picture. Preprocessing the terrain is quite different though. we probably could have. Other games have bad press with floating bitmaps though: IIRC it was age of Empires 2 or so. They had bitmap like clouds floating over the playing area which sometimes obscured vision and were more annoying than anything. Still, I like the idea. Top Quote |