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:*The player was once intended to be able to "[https://web.archive.org/web/20000422020741/http://pc.ign.com:80/news/5839.html kill the lights]", which either meant hitting a light switch or shooting out the lights directly. OBLS would have given the player targets to shoot at which could then be disabled. But how would the lighting in the room change if it was based off static lightmaps? If your only option as a player was to turn off the whole room at once, a new "lights off" lightmap could be swapped in (or the existing one simply turned off). But if lights were meant to be breakable, that would imply that BWest meant to have realtime lighting after all, since you couldn't meaningfully react to individual broken lights otherwise. | :*The player was once intended to be able to "[https://web.archive.org/web/20000422020741/http://pc.ign.com:80/news/5839.html kill the lights]", which either meant hitting a light switch or shooting out the lights directly. OBLS would have given the player targets to shoot at which could then be disabled. But how would the lighting in the room change if it was based off static lightmaps? If your only option as a player was to turn off the whole room at once, a new "lights off" lightmap could be swapped in (or the existing one simply turned off). But if lights were meant to be breakable, that would imply that BWest meant to have realtime lighting after all, since you couldn't meaningfully react to individual broken lights otherwise. | ||
:*Rather than filling the environment with realtime lighting (whether radiosity or something simpler), maybe the goal of OBLS was merely to supplement static lightmaps with dynamic local effects that could pulse, flicker, and switch on/off. It's likely that BWest wanted weapons fire to be able to light the environment (as other games were beginning to do), so if they had implemented some simple environmental proximity lighting for use with projectiles, they could have used it for OBLS light sources too. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 04:11, 11 December 2023 (UTC) | :*Rather than filling the environment with realtime lighting (whether radiosity or something simpler), maybe the goal of OBLS was merely to supplement static lightmaps with dynamic local effects that could pulse, flicker, and switch on/off. It's likely that BWest wanted weapons fire to be able to light the environment (as other games were beginning to do), so if they had implemented some simple environmental proximity lighting for use with projectiles, they could have used it for OBLS light sources too. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 04:11, 11 December 2023 (UTC) | ||
:::>>>''Rather than filling the environment with realtime lighting (whether radiosity or something simpler)...'' | |||
:::Definitely not realtime Radiosity... For sophisticated Radiosity lighting you need to "solve" it for 1-2 days <code>(tested on: Core i5-6300U @ 2.4 GHz, Intel HD 520 GFX, 16 GB RAM, 16 GB PAGE-RAM, Windows 7... Tested with: Lightscape 3.0, Autodesk Lightscape 3.2, Autodesk 3DS Max 2011-2017)</code> | |||
:::If you're interested in more details on Radiosity, I can send you them via e-mail... | |||
:::>>>''I don't know if they ever planned to light characters based on something other than a fixed linear source (a sun)...'' | |||
:::They really planned that... You can see it [https://youtu.be/FeE3bxqwLQk here]... First - 00:21-00:24 (but really hard to estimate the "non-sun" lighting)... Second - 01:40-01:49 (here Konoko and ninja were lit definitely by the "industrial" lights behind them)... | |||
:::--[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 21:50, 13 December 2023 (UTC) | |||
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