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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Fri Aug 24, 2012 2:00 pm Post subject: Sun |
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Iv been thinking. Is it possible to put a sun in Goldeneye?? I know Perfect Dark has it. I don't know how that would work though since goldeneyes lighting are different then PD's. Any think it can be done? _________________ www.youtube.com/gamerrey23 |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Fri Aug 24, 2012 11:45 pm Post subject: |
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You mean, add lighting effects to the skybox ? I'm not so sure of the cans and can'ts.. maybe not,
probably you could add an image of a sun |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sat Aug 25, 2012 3:47 am Post subject: |
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The only way I can think of putting a sun in GE is by making it as part of the background (PD has it as part of a certain skybox).
The are some issues with this method:
-You'll have to model it faaaar away and in a decent size to make the impression it's an immovable object in the distant sky.
-You'll probably need it to be in it's own room and then create portals in every other room you would be able to see it. And portals behave odd sometimes.
-Another issue is that because the sun will be part of the background, the clouds will move behind it and make the impression the sun is closer than the sky. To fix this, you can disable the clouds or make the sun as secondary geometry and add some alpha to it in order to see the clouds through it and trick the player.
Modelling something like a sun is quite easy even in the editor. Guessing the correct size and distance and creating the portals is the tricky part.
PD lighting effects has nothing to do with it. The only thing you'll loose is the lens flare effect
EDIT: Message 200 yay! I've been promoted to Secret Agent  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Aug 25, 2012 5:52 am Post subject: |
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It wouldn't use portals, and actually there is no skybox to speak of, but that's a different matter.
You'd need to splice it into the sky microcode generator. Image source would be a circle, probably best if an ia and colorized via bg/fg settings, and switch out to enviroment mapping so you can use lighting effects. From there, you'd have to come up with some nice, blinding lighting settings, or just steal it from another game. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sat Aug 25, 2012 8:19 am Post subject: |
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Well if its just an image in the sky then wouldent the it look bad? Wouldent you be able to see like the square/shape of the photo?
I meant like the sunny shine you get when you look directly at the sun. _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Aug 25, 2012 8:34 am Post subject: |
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I guess it has to be like PD, where it always faces you (which was special code they added for a room), otherwise it won't be seen very well if it's flat. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Aug 25, 2012 10:30 am Post subject: |
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Thats why I was saying you flip into eniviroment mapping and use a light source. GE doesn't usually use them. Vertex color was considered, at the time, pre-generated light. Enviroment mapping uses vertex normals and light sources to determine actual lighting. More CPU intensive, but looks great.
Zelda's sun uses a simple circle image as well. Nobody has the audacity to say that it looks horrible. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sat Aug 25, 2012 6:40 pm Post subject: |
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basically you just add an image and fix the lightning? So im guessing Moon light would be the same then. _________________ www.youtube.com/gamerrey23 |
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