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nbohr1more

A little experiment with Fire glares...

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Having had to conceal lamp flare particles clipping through thin walls in the past, I'd be wary of adding default glare particles, but emissive light versions could be interesting.

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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That volumetric lighting is still far from perfect but it's better than particles. Actually what is worth investigating IMO is particles in current candle lights, which are too expensive atm. You can't have e.g. scenes with dozens of candles, like in builder church for example, because these detailed flame particles kill the performance. It could be replaced with something much less taxing, i.e. a static flame texture, with orientation following the player, and with some waving effect in the shader (I believe it was a shear function).

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Yeah, the current candleflame particles are very wasteful. I don't know much about particle editing, but my trial and error hasn't yet come up with anything better. Using a sprite might work but then that would require a new batch of models and entities, which probably isn't in the cards.

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That looks really neat, I like it a lot... Great work man.

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That volumetric lighting is still far from perfect but it's better than particles. Actually what is worth investigating IMO is particles in current candle lights, which are too expensive atm. You can't have e.g. scenes with dozens of candles, like in builder church for example, because these detailed flame particles kill the performance. It could be replaced with something much less taxing, i.e. a static flame texture, with orientation following the player, and with some waving effect in the shader (I believe it was a shear function).

That's called a sprite, and using the LOD system would be cool.

Imagine a 3 frame candle sprite subtly moving, and that sprite fades as you get closer and is replaced by the particle within maybe 10 feet.


I always assumed I'd taste like boot leather.

 

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Having had to conceal lamp flare particles clipping through thin walls in the past, I'd be wary of adding default glare particles, but emissive light versions could be interesting.

 

Yes, I haven't seen the issue crop up that much with this mod installed but a few missions have this glow-bleed.

Notably, Alberic's Curse in the cathedral.

 

I'm not a fan of what it does to Penny Dreadful 2: All the way Up. The yellow glare clashes with the white illumination.

That said, it actually makes the mission more consistent because the hanging oil lamps also have yellow glares with

white lighting. :shrug:

 

Sotha's missions seem to be made for this. Mandrasola, Coercion, etc all look great.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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