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  1. #1
    MSgt. Shooter Person
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    Default Will explosions create dynamic lights???

    This wasn't in UT2004 with Unreal Engine 2.5!!!

  2. #2
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    In UC2 The shock cores had light that appiled to the maps...soooo

    Last game they made before UT07......so I'd say goood chance.

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  4. #4
    MSgt. Shooter Person
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    i'll take this as a 'yes'.
    Waves of the same length can also interfere destructively.

  5. #5
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    Didn't some weapons create dynamic lighting when highest settings were on?

  6. #6
    Boomshot
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    Quote Originally Posted by Scylla
    Didn't some weapons create dynamic lighting when highest settings were on?
    Yes, shock cores in UT2k4 have a dynamic light effect, but it's one of the first things to go when the game tries to gain extra frames per second under stress. I think that's right anyway...

    Minigun and assault rifle cause a dynamic light around the player when firing, does link secondary do something (or was that just the pulse gun in UT), and do bio rifle goo globs have a small glow? (I can't remember)

  7. #7
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    Quote Originally Posted by The_Deacon
    Minigun and assault rifle cause a dynamic light around the player when firing, does link secondary do something (or was that just the pulse gun in UT), and do bio rifle goo globs have a small glow? (I can't remember)
    Yes, the link secondary and primary create dynamic lighting.

  8. #8

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    Rocket explosions cast dynamic light in UT2004.
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

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  9. #9
    Redeemer
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    I take it dynamic light doesn't pass through BSP (considering it'll have BSP) any more?
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    Quote Originally Posted by rhiridflaidd View Post
    I remember when I first saw a cicada in-game and had a shock vs cicada duel (I had the shock.)

    The shock did nothing, and the cicada couldn't hit me no matter how he tried. We both walked\flew away bored after a while.

  10. #10
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    Quote Originally Posted by Jrubzjeknf
    I take it dynamic light doesn't pass through BSP (considering it'll have BSP) any more?
    THat would be awesome. I always thought it was weird to see the ceiling in a map magically lit because someone on the floor above was shooting.

  11. #11

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    Dynamic lights existed in UT99 and UT2kX. I remember in 99 I would often, if I found myself in an extremely dark part of a map, use the pistols or minigun to shed a little light on the situation and help guide myself out. In my experience this doesn't work as well in 2kX as the dynamic lights all have very pitiful radii, usually not enough to even light up a wall you're standing right next to.

  12. #12
    Iron Guard
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    I think they might mean Real Time Dynamic light, the type that casts shadows!

  13. #13

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    Though unfortunately due to the perpixel format of the engine (in the theory I've read on it) -- dynamic lights are much more costly to framerate than they used to be. Your videocard might chug if your dynamic light is huge -- but how large is large enough depends on 1) T&L&Shadow capacities of your card (unless Epic wrote their own T/L/Shadow engine), and 2) How big your light is.

    You can fake it though... so you really only need a couple of dynamic lights on at one time. I'm guessing GI (or Raytracing in general) is going to be the next step in engine development... assuming another 4/5-year development cycle.

    As for framerate for your mod, sure you can probably have your fanbase run it... they just need to drop their resolution a bit probably to let the lighting engine not worry about how many pixels it needs to light, rather how many lights the pixel is linked to.
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  14. #14
    Boomshot
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    Quote Originally Posted by Phopojijo
    Though unfortunately due to the perpixel format of the engine (in the theory I've read on it) -- dynamic lights are much more costly to framerate than they used to be. Your videocard might chug if your dynamic light is huge -- but how large is large enough depends on 1) T&L&Shadow capacities of your card (unless Epic wrote their own T/L/Shadow engine), and 2) How big your light is.
    I seem to remember in some interview with Epic that it was said that while lots of LARGE lights (makes no difference whether dynamic or not with the real time lighting) is indeed a bad idea, but a relatively low number of LARGE lights and a *sensible* number of small lights will present little in the way of frame rate problems.

    It makes sense really, since smaller lights affect less pixel on your screen, so less extra calculations.

  15. #15

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    Quote Originally Posted by UnrealTech
    There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.
    http://www.unrealtechnology.com/html...ogy/ue30.shtml

    That's basically what I said... apart from adding that large-radius lights seem to be MORE costly in UnrealEngine3 than in the previous iteration relative to each other.
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  16. #16
    MSgt. Shooter Person
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    rockets, shock cores, link blobs AND beam, ar and mini, and i think lg all created dynamic light in ut2k4 (on highest settings)
    why oh why cant i put an image in here!!!!!!!
    http://i21.photobucket.com/albums/b2...Ysignature.jpg


 

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