Dungeon lighting in City Maps
Loopysue
ProFantasy 🖼️ 40 images Cartographer
Is there a way to make the dungeon lighting effects work with the shaded building symbols?
This is what I'm getting at the moment with my new Challenge map:
[Image_6842]
As you can see the church is reacting to the global sun direction (green arrow), rather than the dungeon lights (circled in red, direction shown by red arrows).
No worried if it can't be done. I was just curious to know if it could. I can work around it if not
EDIT: btw - discovered the easiest way to deal with those strange interference patterns you get with the dungeon lights. Make a pentagon of identical lights to the original one light that was causing the problem, and reduce the power of each to a fifth of the original power.
This is what I'm getting at the moment with my new Challenge map:
[Image_6842]
As you can see the church is reacting to the global sun direction (green arrow), rather than the dungeon lights (circled in red, direction shown by red arrows).
No worried if it can't be done. I was just curious to know if it could. I can work around it if not
EDIT: btw - discovered the easiest way to deal with those strange interference patterns you get with the dungeon lights. Make a pentagon of identical lights to the original one light that was causing the problem, and reduce the power of each to a fifth of the original power.
Comments
Edit: Ninjaed by Joe.
I think I will probably adjust the global sun direction a little until the two things roughly coincide, since I do want a bit of shading on the rooftops to give them shape and form
I mean, it's not as if the program knows the difference between a dungeon map and a city map. And even though building symbols can be more complex than other symbols, the lighting effects are based on sheets and sheet effects, right?
Naturally, you would need a way to adequately light the map in general if you use light effects, though, since the default would be darkness everywhere. But if you're making an underground location, that may not be a bad thing.
The point light system is a set of effects that determines which part of the scene block illumination from light sources. These light sources, height determination (the point light setup), and occlusion test (point light finalize) are activities that occur during effects processing.
The point light system and roof shading systems have no knowledge of each other and do not interact in any way.
Making the point light system aware of the normal maps on symbols would require additional information that the system doesn't currently have: how high each element of the normal map is from the base level (that is, substituting a world-altitude bump map for a normal map). The normal map becomes largely redundant at that point because the angles can be computed directly from the bump map. Once you get to that point, you now have a full 2.5D rendering system and that's quite a bit outside the scope of CC3+.
Thanks for trying Dogtag, and thanks for explaining the details, Joe