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Voxel light source position calculation
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[quote="G-E"]This perfectly explains the boring voxels in the other recent previews... More specifically, it shows why WW chose afternoon sun to light the objects, and not noon, you have more visual depth. But why not a global setting? Surely there's no need for multitude of different light sources in the same game/mod?[/quote]
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Posted: Mon May 02, 2016 1:10 pm
Just a friendly reminder: that image from the TS beta that you use as an example has more Photoshop on it than a beauty magazine.
Of course it looks good. But it doesn't exactly look like the game itself.
Posted: Sun May 01, 2016 2:37 pm
The VPL logic is shit and advocating it is retarded. Hell, all of your bolded thoughts are something OpenRA is capable of, but the WW VPL logic isn't.
Also, you're crying for lack of glow and contrast, but the option to increase either of them is there already. Besides, since you're bad at seeing things - the light comes from behind to the voxels. Ofcourse they will seem pale to the viewport, when they are between the viewport and the source of light. Oh, look, selfshadowing!
Basically, you assume that the VPL enabled WW to glow the voxels, which is wrong. If you increase diffuse lighting to ludicrous levels and set the voxel lighting to lighten it from the viewport, you get a lot brighter result regarding the WW glow WW could ever reached.
Just keep in mind, noone else excluding you here was a fan of the WW glow.
Posted: Sat Apr 30, 2016 8:32 pm
but am I the only one who thinks .vpl
be included in calculations?
At the very least, take into accunt the lightmaps of the models...
The effects are obvious of this omission. Look at the "glossy" reflecting surface of the MCV on the RA2 preview (or the RA2 game) . Now look at the plain dull lighting of OpenRA.
In TS it is the same. The light has less reflection because it uses half the number of facets, but the effect is rougly the same.
Both openRA previews, surely showcasing impressive unit production mechanics.
And yet, the units look plain, even if the voxel files are the same as original ones.
but now look at this:
This is a BETA screenshot, but even then, you can see how the voxel units have a characteristic dynamic metal-like glow/reflection that makes their surfaces seem well, metallic.
and gives the unit
volume and depth
, as well as showcasing the reflective differences between materials and
including shadows, reflections, and lighting within the model itself
dynamically change with each facing
It would be a shame if OpenRA settles for graphical inferiority to the originals. This is very important to give the vehicles character and volume.
Posted: Sun May 03, 2015 5:51 am
You can solve that via the rule inheritance feature.
Posted: Sun May 03, 2015 1:58 am
This perfectly explains the boring voxels in the other recent previews...
More specifically, it shows why WW chose afternoon sun to light the objects, and not noon, you have more visual depth.
But why not a global setting? Surely there's no need for multitude of different light sources in the same game/mod?
Posted: Sat May 02, 2015 1:26 pm
Edited, seems the engine sees the vertical Pitch as 360 degree.
Posted: Sat May 02, 2015 12:53 pm
Post subject: Voxel light source position calculation
Credit for the image below goes to tomsons26lv.
If you don't know the engine that well, this might be tricky since there aren't many examples yet, so I decided to write a short tutorial on how to calculate and set the light source on voxels in OpenRA (for voxel shading and shadow).
OpenRA treats voxels a bit like 3D-models and calculates shading and shadow based on normals and position of light source, ignoring .vpl (this may or may not change in the future).
You can set the position of the light source for each voxel individually, tomsons26lv made a good example showing how it works (attached below).
In that example LightPitch is the green curve, LightYaw is the white circle.
To recreate RA2 lighting, you would probably need approximately these settings:
LightPitch: 128 (or less)
LightYaw: 768 (or 896 if you want shadows to match buildings)
OpenRA's current internal defaults are calculated from degrees (50 for Pitch and 240 for Yaw), and roughly translate to
according to my tests.
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