Holy darkside Batman! SoM has shadows!!!

#1
Something Ben said got me curious so I did some tests and just realized that lamp Objects in SoM actually cast a shadow behind map Pieces! Maybe everyone else already knew this but I didn't. It seems to be a fairly complex ability since I put a tree in front of the lamp and it cast a somewhat tree-like shadow on the wall behind the tree. ‎  It only affects map Pieces, but still it could add a lot of immersion if handled right. COOL!! Attached is a sample project to show off the effect.


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.zip   Shadow.zip (Size: 28.72 KB / Downloads: 79)
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#2
I'm not sure if it's my computer or something but... all I see is a red arrow pointing into darkness.
I never knew about the shadows. Ya learn something new every day, lol.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#3
My screenshots always seem to come out dark, but ‎  I think it shows up better ingame. I changed the pic and added a version with the contrast boosted so it's easier to see the shadow behind the pillar. ‎  Rainbow
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#4
Focused lighting is definitely a great way to enhance your games, it just requires folks to use less ambient lighting in general.

A while back when Ben started I think i gave him my 'average' som map specs for DD which I use only 1 ambient light set at 90,90,90 (R,G,B)...and the direction really matters too, typically if you want a lot of wall shadows/lighting effects youll want your ambient light pointing at the floor or the ceiling.
- Todd DuFore (DMPDesign)
Site Founder
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#5
Cor ‎  blimey! I actually hadnt bothered with lamps before - now i see that i should have messed with them earlier! It'd be good to have enough draw distance to be able to see these lamps ‎  from far away. Would these work in a dimly lit room with no shadows? Perfect for dungeon crawling / dark environments.
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#6
Yes it works better the more dim the ambient lighting is. ‎  I have a few sections in my earth caves that are almost void of any surrouding light except for the lamps, it looks cool.
- Todd DuFore (DMPDesign)
Site Founder
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#7
Looking forward to constructing my new maps. The big problem ive got in terms of level design are ramps / sloping areas. I just need the right MHM for them. Testing MHM can be a serious pain. Todd did you make your own custom slopes? I'm afraid that my floor tiles wont match that of SoM's ramp MHM data.
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#8
I did and it was terribly hard at times, especially getting mhm data where the player doesnt fall through the cracks. ‎  Just to note, the stock SOM outside set has plenty of places with MHM holes in the ramps, so use them cautiously.

Just note that you cant go over a .5 meter incline per map tile, ‎  so I think you have to stay equal or under .5 meter rise for every 2 meters in length.
- Todd DuFore (DMPDesign)
Site Founder
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#9
Thats helpful to know. Well, if From's software team couldnt get the MHM perfect then i'll probably struggle too. But if i do make a ramp section ill post it here for others to use.
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#10
I take it these are light maps, and not dynamic lights?
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