Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: vorticon on December 17, 2002, 01:02:27 PM
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just wondering about how many people think that the lighting effects in the planes when you shoot are a bit over done...the entire cockpit lights up even the bottom of the cockpit and it really looks like to much (of course now that we have multiple lighting can we get some runway lights)
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Haven't been able to play yet.. got a quick questions about the new lighting effects..
Does it apply to burning wreckage? Do they light up at night?
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Originally posted by vorticon
just wondering about how many people think that the lighting effects in the planes when you shoot are a bit over done...the entire cockpit lights up even the bottom of the cockpit and it really looks like to much (of course now that we have multiple lighting can we get some runway lights)
I noticed that in the P-38 when you fire, the entire cockpit lights up. Wouldn't a plane with nose mounted guns not light up the cockpit as much when it fires?
ack-ack
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THe cockpits aren't solid, meaning they don't stop any light at all.
You can notice this at night time, the cockpit will lighten or darken depending on how the sun is shining on it.... from underneath the terrain.
I assume to change this would require more polygon faces and thusly a fairly large FPS impact.
-SW
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Is the lighting really as dynamic as we are assuming? One poster mentions that now we can get runway lighting, for instance, but this seems to assume that Hitech got the lighting by actually using that aspect of DirectX. To me, however, it appears that they 'cheated' and just flip between graphics for the art.
I'm at work now, so I can't try this out, but has anyone flown just above the deck at night and fired their guns to see if the ground lights up too? If it's only the plane art that's lighting up, then all the other magical things (like runway lights, spotlight, etc) we've been speculating about are still far off.
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You notice it the most on the ME-163. It's as if the cockpit walls are transparent to the lighting effect.
Charon
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ok there is dynamic lighting, but no shadow casting:
because the object doesn't cast/receive shadows it also does not stop the light.
so any part of the object within the lights 'sphere of influence' (attenuation) will be lit irrespective of whether there is something in the way.
(this happens sometimes while I am modelling and I have to change the objects properties to receive shadows) :)
anyway I think this is why it does it, dont quote me though :)
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I believe that in the video HTC posted earlier that the ground did light up as well but I may be mistaken
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I think too that it may be a bit overdone... but I am no expert at it... I am kinda wondering if I would end up epileptic seizure... Pokemon was off the air for a week because the combination of the lighting and colors made a lot of kids sick one evening...
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You guys might consider the word "theatrics" as I have in relation to this particular subject. Yes, they are a bit overcooked but the emotional combat effect they have is welcome imo.
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I'm at work now, so I can't try this out, but has anyone flown just above the deck at night and fired their guns to see if the ground lights up too? If it's only the plane art that's lighting up, then all the other magical things (like runway lights, spotlight, etc) we've been speculating about are still far off.
At night the light affects any part of the aircraft, for instance the gear too when extended. But go lift off, pull up the gear and then belly land. That puts the flashes right next to the ground, as close as the gear was extended at least. Nothing other than the plane itself lights up from the gunfire.
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Originally posted by AKS\/\/ulfe
THe cockpits aren't solid, meaning they don't stop any light at all.
You can notice this at night time, the cockpit will lighten or darken depending on how the sun is shining on it.... from underneath the terrain.
I assume to change this would require more polygon faces and thusly a fairly large FPS impact.
-SW
The moon seems to take that role in the night, SW. I took this shot offline...
[edit: damnit, too big. Check it out offline, set the time to 2 AM or something like that.]
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You're probably right Oct, I was just confused because the instrument panel was lit up (seemingly from below) while the moon was at my high 12.
-SW
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Firing an Osti... large reflection on inside of shield... you would think most of it would be on the other side since the barrel is. A few times I thought I was hitting a fighter only to realize it was just them firing at me. Overall... I'd say I like it though. Just another small brush stroke in the masterpiece that is Aces High.
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All I know is that if your flying a plane with nose guns. You might as well forget about hitting your target cause you won't be able to see it from all the gun flash. At night that is. I do like it though. It does give you some immersion.
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We're talking shadowcasting here ... or rayrtracing. Anyways it will be to CPU intencive to get it right. Perhaps in the future we can have realtime shadowcasting in games ... would be nice to see the shadow of the canopy framing move across the dash as I roll. :)
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The flashes do seem brighter than they should. When shooting a .50 I don't recall ever much noticing the flash, even at night. In fact, I would say the day flashes in AH are brighter than the night flashes appear in RL. What you notice is the smoke, but I imagine that would be a real FPS hit to model.
IMO this is a minor point, and something that likely adds a lot of appeal to the more casual gamer. The flashing through the cockpit walls is a bit distracting though.
Charon