I thought it was really neat. Has anyone used this system in a popular game? And has anyone found a better way to do this? (It works really well already)
This should be a feature, if it isn’t already
OMG that’s so cool! now that I understand how it works ![]()
That’s pretty cool. I can’t think of a situation where you would need to use it, but it’s pretty cool.
I have one place that is showing off some simple building projects. The caves require different lighting than the outdoor things so this is extremely useful for me.
Its extremely inefficient though, its updating as fast as the player’s ping
Well it’s a really hax-y thing to do. Do you have a better idea? ![]()
Gonna have to give this a try in one or two of my games I am working on. I wonder what other properties of miscellaneous objects this can be done to…
I have one place that is showing off some simple building projects. The caves require different lighting than the outdoor things so this is extremely useful for me.[/quote]
Oh, my bad. I thought by local lighting it just meant it was different for different players, not different for different areas.
If you just need different areas to have different lighting, what’s the difference between that and using point-lights?
It should be called local ambient.
I have one place that is showing off some simple building projects. The caves require different lighting than the outdoor things so this is extremely useful for me.[/quote]
Oh, my bad. I thought by local lighting it just meant it was different for different players, not different for different areas.
If you just need different areas to have different lighting, what’s the difference between that and using point-lights?
It should be called local ambient.[/quote]
Well the idea is that the Lighting settings in the game are local to the player. One player can be at 12 PM and another at 2 AM.
I have one place that is showing off some simple building projects. The caves require different lighting than the outdoor things so this is extremely useful for me.[/quote]
Oh, my bad. I thought by local lighting it just meant it was different for different players, not different for different areas.
If you just need different areas to have different lighting, what’s the difference between that and using point-lights?
It should be called local ambient.[/quote]
Well the idea is that the Lighting settings in the game are local to the player. One player can be at 12 PM and another at 2 AM.[/quote]
Wait, whoa, what?
Okay that’s awesome. But how?
As the place title says, latency. The LocalScript and regular Script that handle the Lighting are designed to keep the changed values out of sync.
I have one place that is showing off some simple building projects. The caves require different lighting than the outdoor things so this is extremely useful for me.[/quote]
Oh, my bad. I thought by local lighting it just meant it was different for different players, not different for different areas.
If you just need different areas to have different lighting, what’s the difference between that and using point-lights?
It should be called local ambient.[/quote]
Well the idea is that the Lighting settings in the game are local to the player. One player can be at 12 PM and another at 2 AM.[/quote]
Wait, whoa, what?
Okay that’s awesome. But how?[/quote]
You take advantage of lag between the server and the player. You have the client always update the lighting so it thinks it’s one thing and the other player does the same thing. By the time each player is notified they are wrong, the client re-updates lighting to do the cycle again.
Well it’s a really hax-y thing to do. Do you have a better idea? :P[/quote]
Beg John for an official alternative? ![]()
Guys, why aren’t you giving credit to BlueTaslem? He found this haxy trick first.
I had no idea…
Credit is always given to the person who successfully ‘sells’ the idea first.
Who was giving credit to anyone? I said in the title that it wasn’t made by me. I even linked to the place made by another person that has more thanks in the description.
We used it in Strobe when we first released the game, and the new version has a working local lighting system, just nothing to show with it yet.
This place is where I figured out a nice local lighting system, has some really simple effects, nothing over the top I guess. Feels strange knowing it was 10 months old before I updated it so it works.
A lot of users used it.
I used it in my game when players enter the mine. The fog had to be way closer to make sure that it actually looked like a dark mine, so I used this method to do that. It’s really cool and there are a lot of creative applications for it.