Game Development Community

Time of Day still causing erratic light change

by Kira · in Torque 3D Professional · 07/17/2009 (5:23 pm) · 3 replies

I am guessing this is still being worked on , but at the point where day becomes night and night becomes day there is still a very noticable black period before the night lighting kicks in.
but in saying that , if the Cycle length is drawn out to a proper day cycle it would not be as noticable
But at 200 seconds its very noticable.
All in all its looking good though
This problem I have only looked at in Warrior camp,as Time of Day will not work in new level (posted earlier) it crashes Torque on creation.

#1
07/18/2009 (2:41 am)
The problem is that you cannot have two directional lights at the same time (sun/moon being directional). And also switching from one to the other at full brightness looks bad...

So I put in a transition period that fades the sun brightness down to zero and then fades the moon in starting from zero. But then we have the problem that you described...

I'm trying to adjust the ambient lighting during this period to compensate for the lack of directional light but it doesn't seem to be working particularly well. I think that might be the way to do it it just needs some tweaking of the colors, maybe...
#2
07/18/2009 (3:30 am)
Thanks for the reply
Maybe it is just a tweak, its not a huge deal , on the whole its awesome,
Thinking we might have to go with an almost black cubemap for night though in the hope that the corners of the skybox dont give themselves away as they do now, unless there is another way around this?.
Is the Crysis methoed at all a help ?? they seem to have got it down pretty well , and I know GG seem to be implementing a bit of there code in some regards, at least in concept. though they seem to be useing some sort of gradient system.
#3
07/18/2009 (3:35 am)
If a cubemap is well designed the corners should be completely invisible to you regardless of what it depicts.

Try taking a look at "nightCubemap" it's one Russell Fincher made that looks quite good. Though I'm not completely sure it made it into Beta4 in final form.