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Old 2012-07-26, 04:46   #1
Alek-say
Default Dynamic sky and time in PR.

Hi!
I've found this video on YouTube:

As far as I know, Mosquill is also Dev of PR. So, is possible to see such work in the 1.0 version?
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Old 2012-07-26, 04:56   #2
rushn
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Default Re: Dynamic sky and time in PR.

I believe there where a couple problems with it

there was a thread on this a while back
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Old 2012-07-26, 05:00   #3
Alek-say
Default Re: Dynamic sky and time in PR.

Quote:
Originally Posted by [R-COM]rushn View Post
I believe there where a couple problems with it

there was a thread on this a while back
So, it's impossible...
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Old 2012-07-26, 06:49   #4
40mmrain
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Default Re: Dynamic sky and time in PR.

kashan dark as hell night 10/10 would play

needs lights in bunkers and it's complete
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Old 2012-07-26, 09:06   #5
BroCop
Default Re: Dynamic sky and time in PR.

I believe the problem with this is that it works only with dynamic shadows, thus would look odd as lightmaps are static (pre rendered shadows basically)
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Old 2012-07-26, 09:18   #6
AfterDune
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Default Re: Dynamic sky and time in PR.

It's not impossibru, but requires some external stuff to tell BF2 what sky setting to use (you can refresh the sky settings while playing, but has to be done clientside).

Yeah, the lightmapped shadows don't move. But if you don't use full day/night cycle, but just a few hours, it isn't that obvious. And even if you do use full day/night cycles, I doubt people will notice or care .

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Old 2012-07-26, 12:45   #7
Spyker2041

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Default Re: Dynamic sky and time in PR.

Quote:
Originally Posted by [R-DEV]AfterDune View Post
It's not impossibru, but requires some external stuff to tell BF2 what sky setting to use (you can refresh the sky settings while playing, but has to be done clientside).

Yeah, the lightmapped shadows don't move. But if you don't use full day/night cycle, but just a few hours, it isn't that obvious. And even if you do use full day/night cycles, I doubt people will notice or care .
It would look so bad if shadows are being cast in the opposite direction that they should.


Take a look at my custom PRSP Maps --> Click Here
Take a look at my gameplay vids --> Click Here
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Old 2012-07-26, 14:43   #8
Psyrus
Retired PR Developer
Default Re: Dynamic sky and time in PR.

Quote:
Originally Posted by Spyker2041 View Post
It would look so bad if shadows are being cast in the opposite direction that they should.
I believe it was stated that somehow all objects could be set to render dynamic shadows, however the performance hit would not be worth it (the engine doesn't handle it well)... or something like that.
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Old 2012-07-26, 12:12   #9
Alek-say
Default Re: Dynamic sky and time in PR.

By the way, I saw many good ides in Mosquill's videos. But, as I understood, it won't be in PR too. Am I right?
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Old 2012-07-26, 18:44   #10
rushn
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Default Re: Dynamic sky and time in PR.

Quote:
Originally Posted by Alek-say View Post
By the way, I saw many good ides in Mosquill's videos. But, as I understood, it won't be in PR too. Am I right?
I believe you are correct
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