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As much as I would love to see *any* lighting improvements, it's not likely even if we did have people with the time to invest. Marathon maps do not have light sources, rather, brightness is individually set *per surface*. Without going through and adding light sources to the original maps, the best one could hope for is to have self-lit sprites, landscapes, and glowmapped textures act as secondary, supplemental light sources.
This. Slap a light source somewhere in the middle of every convex polygon with an intensity corresponding to the surrounding solid walls. It wouldn't look pretty, but the algorithm could be tweaked.Pfhorrest wrote:One might also possibly infer the supposed light sources of an existing map from the lighting of the surfaces: what lights would best approximate the illumination of these surfaces.
But, as far as RTX.... Point Lights can already be done in OpenGL, it's just commitment to a different style of real-time light than the existing miners light.