This wasn't in UT2004 with Unreal Engine 2.5!!!
This wasn't in UT2004 with Unreal Engine 2.5!!!
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.
i'll take this as a 'yes'.![]()
Waves of the same length can also interfere destructively.
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...Originally Posted by Scylla
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.Originally Posted by The_Deacon

Rocket explosions cast dynamic light in UT2004.
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Note that your questions via PMs will be ignored if they actually belong in the forum.<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
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.Originally Posted by Jrubzjeknf
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.
I think they might mean Real Time Dynamic light, the type that casts shadows!
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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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.Originally Posted by Phopojijo
It makes sense really, since smaller lights affect less pixel on your screen, so less extra calculations.
http://www.unrealtechnology.com/html...ogy/ue30.shtmlOriginally Posted by UnrealTech
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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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!!!!!!!
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