ziscor Posted February 28, 2016 Share Posted February 28, 2016 (edited) This concept has been put forward before by DoctorWaffles on the old forums (here's his issue on GitHub: https://github.com/OpenRCT2/OpenRCT2/issues/1739), and I really liked that idea. Now, I know that this may never be possible to the extent I have it going in my mind, but I wanted to share how it would look like if it could be done. This is just a rudimentary example I've made, but I feel it's an interesting concept. What do you guys think? Edited February 29, 2016 by ziscor Better Image, Cropped 4 Link to comment
xbalogan Posted February 28, 2016 Share Posted February 28, 2016 Well since it's an overlay to make it appear darker I would imagine they could even include a circular gradient around the light source which would show the sprites without the overlay... If that makes sense... So it even looks like the lights function? Link to comment
Broxzier Posted February 28, 2016 Share Posted February 28, 2016 53 minutes ago, xbalogan said: since it's an overlay to make it appear darker It is not. The game pallet is changed dynamically for this effect. Link to comment
ziscor Posted February 28, 2016 Author Share Posted February 28, 2016 (edited) Another thing I had in mind was applying lighting of different radius' for rain/thunder storm and simple night. The idea being that light appears more hazy in rain than normal. An example: I request that we use a unique lighting sprite for the three bulb lamp as here: Aww, man! This kind of thing could really seperate OpenRCT2 from Vanilla in visual terms! Edited February 28, 2016 by ziscor 2 Link to comment
xbalogan Posted February 28, 2016 Share Posted February 28, 2016 (edited) 1 hour ago, Broxzier said: It is not. The game pallet is changed dynamically for this effect. Ah I see, I assumed it was just an overlay since the colour of the UI also adjusted I also feel it would be a shame as the lights never really did anything since night time wasn't a thing in the base game... But now there is a night time? They're just as useless Edited February 28, 2016 by xbalogan Link to comment
ziscor Posted February 28, 2016 Author Share Posted February 28, 2016 1 hour ago, xbalogan said: I also feel it would be a shame as the lights never really did anything since night time wasn't a thing in the base game... But now there is a night time? They're just as useless That's one of the main reasons I really want this to be implemented into the game at some point 1 Link to comment
imlegos Posted March 1, 2016 Share Posted March 1, 2016 (edited) If this was added, I hope it isin't as blinding as RCT3's lighting system. (Though, that probably was just me spamming lights everywhere). As it stands, ORCT2's night effect is much better then 3's is, even without all the real-time stuff like shadows, we can still see. Also, since it's just the game's color being changed, wouldn't a overlay bright enough to look normal past the changed colors work? Edited March 1, 2016 by imlegos Link to comment
Nubbie Posted March 2, 2016 Share Posted March 2, 2016 Looks cool.. just as long as you can turn it off too just so it doesn't blind you or get overused by greifers or smart people, making you blind Link to comment
ziscor Posted March 5, 2016 Author Share Posted March 5, 2016 I instantly regretted making those pictures, as I felt I over did them . This feature should definitely be client side and not for everyone, obviously, just like the Night Time feature. The only time this should even look remotely like I made them look should be at peak time in the night, with a Thunderstorm in full blaze. That is when the game is at it's dimmest. Also, talking about overlays, a sunset overlay (orange-ish tint) feature would be nice. That might over do the entire novelty feel of the original game, though. Sorry for the late replies, I didn't get any notifications at all... Link to comment
Somsatang Posted April 20, 2016 Share Posted April 20, 2016 where can i get that mods ? i want to change the lamps sprite during the game.. Link to comment
simaticable Posted April 20, 2016 Share Posted April 20, 2016 It hasn't been created yet. Those screenshots were edited to show the concept. Link to comment
X7123M3-256 Posted April 20, 2016 Share Posted April 20, 2016 I'm not sure how this would work. The day/night cycle is implemented by changing the entire palette for the game, so when it is dark you don't have any bright colors to use for lit areas. Link to comment
imlegos Posted April 20, 2016 Share Posted April 20, 2016 As I mentioned previously, would it not be possible to make a extremely light overlay to be dampened by the darkened palette (Almost spelt pallet) Link to comment
ziscor Posted April 21, 2016 Author Share Posted April 21, 2016 (edited) Well, IntelOrca said this could theoretically be done still, but I think the way the night time feature has been implemented is not ideal. For starters, I don't think the entire UI should practically change with night in any game. Nonetheless, imlegos' concept should be good enough, right? I'm sure the devs have something in mind, since they have been aware of this feature's demand since 4 months at least (IntelOrca mentioned it in the last podcast). Anyway, I didn't notice new replies and I was only here to post another screenshot. Remember that I'm only posting these for artistic demonstration, since my idea is way beyond what will be possible to implement. In this image, even the path is glowing with light, as well as the heads of peeps (hard to notice, but it is there): Edited April 21, 2016 by ziscor 1 Link to comment
ziscor Posted May 14, 2016 Author Share Posted May 14, 2016 (edited) I'm just doing this to entertain myself at this point: The main idea was not to make a park, but just a block of land showing certain things. Yes, there is an edge of a (possibly huge) park in one corner though. Then there's the highway crossing the land with street lamps on one side. After that there's the railway track crossing through, and finally the Country House with it's own Pier and a Camping Area nearby (close to a huge Coniferous forest whose tiny portion can be seen in the form of the dense trees in that one spot). This is my first "Micro" Project, so it's not as great as I wanted it to be. Suggestions for the future would still be welcome. What's new: Bonfire is giving an orange-red light. Cars have headlights: (yes, I know one has a bigger lighting radius. I was too lazy to make them consistent) Restroom is lit up, and so is the Country House. I still haven't figured out how to make consistent lighting without it being placed a bit off center for every light origin. This is why some lights might be slightly more intense than others. I can't stress this enough: what I'm showing is purely for viewing purposes. If lighting is ever implemented into the game in any form don't take my recent posts as a suggestion of what I want from the developers. Basic lighting for Vanilla/Default lamps is all I ask and all I will ever keep my demand list limited to. Edited May 14, 2016 by ziscor Link to comment
HookerHeels Posted May 29, 2016 Share Posted May 29, 2016 On 4/20/2016 at 12:25, Somsatang said: where can i get that mods ? i want to change the lamps sprite during the game.. Do you even read, bro?.. Link to comment
Broxzier Posted May 30, 2016 Share Posted May 30, 2016 Yesterday @JeroenDStout posted a few interesting recordings of lighting that he is working on: Circle spotlight following the cursor Spotlight shining down on the ground (2:1 radio) - looks more part of the game, but looks off on slopes Spotlight shining more from the viewer's perspective (3:2 ratio) - Doesn't look as good as I had hoped, except for on slopes where it does look good One more very bright one I'm very exited to see where this is going! 1 Link to comment
ziscor Posted May 30, 2016 Author Share Posted May 30, 2016 (edited) Yes, I saw in the dev chat! I'm really fired up about the future with these. Also, @JeroenDStout and @zsilencer posted these on 27th May these images respectively (shortly after I pitched the idea on the non-dev chat): They both managed to implement this into the game somehow (with different methods I should add), so these aren't photoshops anymore. Edited May 30, 2016 by ziscor Link to comment
imlegos Posted May 30, 2016 Share Posted May 30, 2016 Is there a build available for these new lighting effects? Or how long will we have to wait for them? Link to comment
ziscor Posted May 30, 2016 Author Share Posted May 30, 2016 Here's the repo for the latest image Broxzier showed: https://github.com/JeroenDStout/OpenRCT2-Stout/tree/stout-expanded-rendering Link to comment
X7123M3-256 Posted May 30, 2016 Share Posted May 30, 2016 Looks like this could be it. It's the same person who posted the screen to Gitter and the last few commits all mention "searchlight". I haven't actually tested it yet to see if this actually is what's shown in the screen. Link to comment
ziscor Posted May 30, 2016 Author Share Posted May 30, 2016 (edited) To be honest, I don't know how long it is before we see anything useful here. It's taking a toll on FPS as it is, I've heard. Edited May 30, 2016 by ziscor Link to comment
Broxzier Posted May 31, 2016 Share Posted May 31, 2016 @JeroenDStout has posted quite some more images and animations in the dev chat today, here they are: Placing lamps Scales nicely when zoomed out Some vehicles now feature lights too! Link to comment
simaticable Posted May 31, 2016 Share Posted May 31, 2016 Holy cow! This would make the game incredible if it all works out. Link to comment
Jellysword Posted May 31, 2016 Share Posted May 31, 2016 How taxing on the computer is the lighting? I may not be able to run it myself Link to comment
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