MusicallyInspired, on May 14 2009, 09:04 PM, said:
They both work for me...sort of. Spotlights don't work for me correctly unless I turn shadows off. Which defeats a lot of the purpose

. Point lights work good, though. But it's difficult to make it look good when putting it against light or computer monitor textures that need to look like they're casting light. It puts this ugly little bright dot (from the point light source) on the texture. The only way to get rid of it is to move it farther away from the surface.
On another note, how do you implement normal/bump/specular/whatever maps for textures? Any good tutorials or programs for making normal/bump maps? Has anyone made any normal/bump maps for Duke3D textures yet? Maybe there should be a thread for normal/bump maps? Am I asking too many questions?
http://forums.duke4....tyle_emoticons/default/ted.gif
For a monitor I think it's probaly better to use a very wide spotlight. Then just offset the source so it's a bit inside the monitor (You can place lights anywhere and not just in the sector they belong to). Note that this is probably only possible with light hacks unless there is some trick to achive the same placement with sprites.
If it's the main light source in the room you could put a faint point light a bit infront to get some faked bouncing light. At the moment you can't get ridd of the shadow casting though but thats planned to be toggable.
Damien_Azreal, on May 14 2009, 10:34 PM, said:
Polymer is running smooth here, but all I've got is the dynamic lights.
I don't have dynamic shadows, except for the spotlights on the front of the Pigcop patrol vehicles... they produce dynamic shadows. But I have no shadows anywhere else, and no parallax mapping or anything.
But the lights look fantastic, the glow from fire and other objects is great.

Can't wait for the release build to be out.
Thats because only spotlights cast shadows.
msleeper, on May 14 2009, 10:35 PM, said:
Thanks guys. Is there plans to add more direct control over lighting through CON at some point? It seems pretty hackish to spawn SEs to create lighting.
I belive that is planned. The SE spawning trick was just something DT came up with to playaround with it.