I want to create an indoors map (probably in a terran building) where all the lights have gone out, and the player should not be able to see anything. I then want to provide the player with a flashlight as his only means of visibility, that points in the direction the unit is facing, which follows the mouse cursor.
Objects shone on by the flashlight should reflect that light, and solid objects should naturally prevent light from passing through.
Currently we don't have a lot of access to lighting toys, but when they finally populate the doodad list I'm sure there will be some kind of directional light doodad available. You could use that as a flashlight and have it follow the units position around and change it's facing angle to the unit's facing angle. As for reflection, there won't be graphical reflection functionality but you can use code/Triggers to calculate if an object is having that flashlight shown onto it and then create lights for that object to make it appear it is reflecting light. For making objects prevent light, since you would be using a doodad as the light, it would be impossible to dynamically prevent any light the doodad would be generating short of destroying it, so you would need to just make walls that out-range the flashlights rays.
Short Answer is this would not be possible with a simple button click here or there, an engine or framework would need to be built for it.
I think there is a kind of light reflection implemented... you can see this on some zerg building and units... but i don't know if this will work with a flashlight doodad.
And it will only work if your computer can handle reflection settings.
Reflections only work when you have the lighting option in the visuals menu on at least high.
Any other way will have to work with fog of war or tiny black units that you hide/unhide with calculations etc.
I share the same ambitions of map design and I have found our salvation! Check out the actor & behavior titled "raynor flashlight" in the campaign module, its *exactly* what we're after. I was playing around with it and you can adapt that to fit this situation and many others very easily. :)
PS: Screw low end systems that can't even do dynamic light mapping, dark maps + sweet lighting effects rock.
I don't know much about flashlights and lighting effects but if you're willing to settle for a cone-shaped line of sight then I believe ProzaicMuze is making a tutorial on that.
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I want to create an indoors map (probably in a terran building) where all the lights have gone out, and the player should not be able to see anything. I then want to provide the player with a flashlight as his only means of visibility, that points in the direction the unit is facing, which follows the mouse cursor.
Objects shone on by the flashlight should reflect that light, and solid objects should naturally prevent light from passing through.
If that was a bit hard to follow, basically I want to emulate this little flash game here : http://www.newgrounds.com/portal/view/484591
Anyone have any idea how to manipulate lighting in the described manner? :)
I thank you for reading my request either way!
i'm looking for a way of making a flashlight aswell .. lemme kno if you manage :)
@MaMasToast: Go
Currently we don't have a lot of access to lighting toys, but when they finally populate the doodad list I'm sure there will be some kind of directional light doodad available. You could use that as a flashlight and have it follow the units position around and change it's facing angle to the unit's facing angle. As for reflection, there won't be graphical reflection functionality but you can use code/Triggers to calculate if an object is having that flashlight shown onto it and then create lights for that object to make it appear it is reflecting light. For making objects prevent light, since you would be using a doodad as the light, it would be impossible to dynamically prevent any light the doodad would be generating short of destroying it, so you would need to just make walls that out-range the flashlights rays.
Short Answer is this would not be possible with a simple button click here or there, an engine or framework would need to be built for it.
i was hoping you'd be able to just create light sources and have the engine take care of reflections and light-blocking >_> oh well
thanks for letting me know, I'll try it someday when I'm not so clueless about the editor
I think there is a kind of light reflection implemented... you can see this on some zerg building and units... but i don't know if this will work with a flashlight doodad.
And it will only work if your computer can handle reflection settings.
Reflections only work when you have the lighting option in the visuals menu on at least high. Any other way will have to work with fog of war or tiny black units that you hide/unhide with calculations etc.
i'd go with the assumption that users will use High settings at least for horror-themed maps, where atmosphere is everything. :)
god forbid we're reduced to cardboard zombies to scare people with
@chanwk3: Go
Except not everyone has super powered rigs to play such maps.
Your creating maps, not mods, as modding is more extreme than mapping.
I share the same ambitions of map design and I have found our salvation! Check out the actor & behavior titled "raynor flashlight" in the campaign module, its *exactly* what we're after. I was playing around with it and you can adapt that to fit this situation and many others very easily. :)
PS: Screw low end systems that can't even do dynamic light mapping, dark maps + sweet lighting effects rock.
I don't know much about flashlights and lighting effects but if you're willing to settle for a cone-shaped line of sight then I believe ProzaicMuze is making a tutorial on that.