[Manual] Creating static lighting for an object
#7

Quote:
Originally Posted by Kalcor
View Post
When you bake the lighting to vertex colors, it'll preserve any ray tracing.

The instant transitions are done with timed objects, not vertex colors.

The world objects in GTA3/Vice City only have a single set of vertex colors. When R* wanted change an object to night colors, there are 2 seperate models and they'd use timed objects.

In San Andreas, every object can have two seperate vertex color layers, and these are automatically blended as time passes in the game. There are still timed objects used to add lights to windows on big buildings etc.
It may be myself not baking it properly from my experience when I was first starting out as I used to use a vertex color solution in a similar way of easy color for kdff. I always found it wasn't ray tracing properly and would transition from night and day vertex colors in an ugly instant fashion.

I then learnt about using radiosity solution to bake the vertex colors which introduced ray tracing for my models.

TOBJ's normally have one set of vertex colors for special building such as the neon lit hotels in the Ocean Beach area in VC.

That's not strictly true, for the VC and 3 objects they used TOBJ's for some objects like the hotels but other objects used a ray tracing process similar to SA.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 3 Guest(s)