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1302132 Posts in 58033 Topics- by 49099 Members - Latest Member: casualogic

June 27, 2017, 02:27:12 am

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TIGSource ForumsFeedbackDevLogsTacticrawl | Real time lighting!
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Author Topic: Tacticrawl | Real time lighting!  (Read 53649 times)
deab
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« Reply #160 on: April 14, 2017, 11:27:51 pm »

Professional Animation

I've started working with Rob Ramsay, a pro modeller and animator. Over time we'll be replacing my animations.

We've started with a 3 tile move animation. Characters can move 1, 2 or 3 tiles in a single action (and can do this twice in a turn). Previously I would play the 1 tile move animation for each tile, but this didn't look great, and was slow to watch.

When moving in a straight line, 2 or 3 tile move animations are now supported. Humans have a first pass 2 step, and the new 3 step shown below.




All animations are per race, so human only so far (fallback to repeated single steps).

Not shown in the gif, but where floor tile levels are different, I'm using curves to add a subtle bounce effect for hopping up, or a drop down curve when moving to a lower tile. It's subtle, but very happy with the results.

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deab
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« Reply #161 on: May 20, 2017, 02:21:27 am »

Real time lighting!

Previously I used my own lighting based on the light sources in the world, propagated around the tile map (so walls and doors blocking lighting). A shader then coloured the game objects based on this light map by adjusting the vertex colours. I used a couple of directional lights (parented to the players camera) to bring out the shapes/edges, with a 3rd directional light to provide top down shadows.

The advantage of this system was I had full control (no bleed through walls) and could query the light map for gameplay mechanics (never actually used). The world had a very flat shaded look, which at the time I rather liked.

I've been dissatisfied with this look for some time now. Due to the use of directional lights, for shiny materials I had to use extreme values for metallic and smoothness, and with multiple directional lights colours were always much lighter than intended.

I've now made the switch to real lighting:




I can't bake light maps as the the world will be procedural generation, so I'm using point lights and a directional light for outdoor maps (with a day night cycle). As point lights are expensive, I'm using custom attenuation so the light reaches the full light range. I've also taken advantage of this for a custom fall off:



The lighting gives the scence dynamic soft shadows, with a warm look, much more interesting look.

Would love feedback on this change - do you like it?
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Cakeprediction
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« Reply #162 on: May 21, 2017, 01:01:43 pm »

looks awesome, feels like a great improvement!
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