I’m making a roguelike game based around 2014 ROBLOX and I’m trying to replicate the lighting (Legacy) from said time period. (Screenshot taken from GoingTo2014, a rather excellent game simulating 2014-2015)
How would I go replicating the lighting? I did a bit of research and found a few DevForum post recreating the effect, but the issue is that all of them use compatibility which was removed in favor of retro tone mapping.
I don’t think there’s a way to 100% replicate the old lighting style, as you would need to get the old compatibility lighting style. However, you can approach this by messing up with current stuff from lighting and post-processing effect. That’s not my area of knowledge so any tips from me are not precise ().
It’s fine, actually! I’m glad you still gave me some answers on how to tackle the lighting (Which I’ve noticed it’s actually Legacy lighting, so I’ll change the post to have the lighting.)
I’ve found a DevForum post within the Retro Tone Mapping post that somewhat mimics compatibility which should be the closest thing to making Legacy lighting with retro tone mapping.
In all honesty, the lighting looks promising. I’ll be using this until a better alternative is given to me.
hunting for the old skyboxes should also help, they can be found in the Models page on the roblox account/player profile
as you mentioned above there really isn’t a way to 1:1 old lighting because the lighting engine has of course gone through many different versions/iterations. from what i know the skyboxes honestly do like 99% of the work and the other 1% is making sure that intense/highly-saturated colors are muted in your builds and in the lighting settings.
diffuse/spectular were changed from 0.1 to 0 because of personal preference
shadowsoftness is 0.2 so that shadows still look a bit choppy but not too choppy
technology was changed from voxel to shadowmap because as mentioned in the post u linked, it’s implied that voxel is getting the axe
although globalshadows are on, the only baseparts that can cast shadows are the ones in my rigs
this property exists under materialservice that reverts the new textures back to the non-2022 materials, which is like the 1st thing i change when starting a new build
i’m unaware of any catalog texture packs that bring it back to 2014 but use whatever works i suppose
¯\_(ツ)_/¯
i’m unsure if it’s the texture pack that you’re using or the sizing increments of the wood crates, but the wood panels on the woodplanks material should perfectly align with size increments of 1
also the 2014 vibe is very subjective bc everyone has a different recollection of what roblox was for them at that time… just speaking from what works for me, i have like this ruleset in my head when building to restrict materials, colors, etc to what was available at the time, so maybe doing something like that might work for you
For me, I’m just wondering what materials where available around 2013-2015? Additionally, I also found a neat little script which adds textures that mimic the ones found within the time period.
just to add on, imo any automation along those lines is just a crutch for ppl who want to cosplay as old players, idk how to put it nicely just to add on, imo if you really cared about the style and aesthetic of a particular era/year then you’d use what was available at the time, and not a possible mix of what “may or may-have-not existed at that time”
just use whatever u remember seeing back then, it’s really as simple as that… art imitates art or whatever the saying is
tbh i don’t know, i made that repo very hastily as a panic button response to the introduction of the new 2022 materials. i haven’t looked too deeply into converting them to whatever format roblox accepts