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Perhaps one of the most striking before/after shots illustrating the effect that lightmapping could have had on the game is found in the Musashi lobby. The wall in the lobby area down to Konoko's right used to have illumination from two point lights on the wall, and what appears to be dappled light filtering through the glass windows at the entrance. Now we simply have box | Perhaps one of the most striking before/after shots illustrating the effect that lightmapping could have had on the game is found in the Musashi lobby. The wall in the lobby area down to Konoko's right used to have illumination from two point lights on the wall, and what appears to be dappled light filtering through the glass windows at the entrance. Now we simply have box geometry for light fixtures with lens flare sprites slapped on top of them, and no light being cast on the wall ([[:Image:Gears with missing ambient sound.jpg|clearer example of modern lights]]). | ||
This is because, in the final game, lightmap textures were replaced by vertex coloring. The values for the vertex colors were apparently still based on the calculated radiosity solutions.{{ref|One has to read between the lines of this post by Chris Butcher: [http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}4626 Oni Central Forum, "Re: Matt- could you address this?", Sep. 2, 2000.]. Oni was already entering beta testing by then, and it's very unlikely that the game was ever distributed to testers with lightmaps in place, so Butcher must be referring to the use of radiosity solutions to compute approximately-equivalent vertex colors (the code for this process can be found in the game's tool source). This was now being done in each build of the game because these builds were being beta-tested.}} However, because vertex coloring can only have as much detail as the number of polygons making up the environment, the lighting is far cruder. Even the vertex coloring doesn't seem to be used to the fullest extent possible, and the shadows it produces sometimes seem illogical or inaccurate. | This is because, in the final game, lightmap textures were replaced by vertex coloring. The values for the vertex colors were apparently still based on the calculated radiosity solutions.{{ref|One has to read between the lines of this post by Chris Butcher: [http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}4626 Oni Central Forum, "Re: Matt- could you address this?", Sep. 2, 2000.]. Oni was already entering beta testing by then, and it's very unlikely that the game was ever distributed to testers with lightmaps in place, so Butcher must be referring to the use of radiosity solutions to compute approximately-equivalent vertex colors (the code for this process can be found in the game's tool source). This was now being done in each build of the game because these builds were being beta-tested.}} However, because vertex coloring can only have as much detail as the number of polygons making up the environment, the lighting is far cruder. Even the vertex coloring doesn't seem to be used to the fullest extent possible, and the shadows it produces sometimes seem illogical or inaccurate. |