2010-09-10, 12:39 PM
It just occurred to me I recently learned that the map pieces do not in fact have lighting normals, therefore it must be the map lighting (read: non-lamp) is also baked into the map.
Which also brings up the point that the lighting seems to require calibration even when no lamps are involved (I believe) for instance we've had a lot of trouble I think creating map piece patches with objects because they did not receive the same lighting as the map pieces. Like a grass wall object to patch over the top of a cave mouth.
I'm assuming that Som's baked in lighting can even be replicated in terms of the Direct3D lighting model. I've always accepted that this is a challenge, which is why I'm interested in developing an alternative unified lighting model (see my other personal blog thread as of late)
Which also brings up the point that the lighting seems to require calibration even when no lamps are involved (I believe) for instance we've had a lot of trouble I think creating map piece patches with objects because they did not receive the same lighting as the map pieces. Like a grass wall object to patch over the top of a cave mouth.
I'm assuming that Som's baked in lighting can even be replicated in terms of the Direct3D lighting model. I've always accepted that this is a challenge, which is why I'm interested in developing an alternative unified lighting model (see my other personal blog thread as of late)