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Author Topic:   Lighting in games
gamer1962 posted 08-10-2002 20:16 BST     
I dont care much for turning on and off lamps as a task for players to do but I do feel the lighting or day/night effects make a big differance in the ability to allow your player to indulge in a differant world during the game. Is there any plans to make light a built in property that will be easy to handle?
Alex posted 09-10-2002 05:35 BST          
You could set a property for the room called "lit", for example, and then in the Look script, just check whether the room's "lit" property is "1" or whatever you've decided to indicate as "on".

This might be something I (or anybody else, if they want to...) could implement in a library, actually.

MaDbRiT posted 09-10-2002 15:09 BST          
quote:

This might be something I (or anybody else, if they want to...) could implement in a library, actually.

Although I think the light/dark thing is kind of done to death, I will mention that my new 'MK2' version of "Typelib.qlb" does have the facility to have 'darkened rooms' - so this functionality IS in a library already...

Though I've not released the new version of the lib yet of course!

Oh yes, my new version also lets you instruct NPC's to do things, they can also wear clothes in layers (like the player can in earlier versions).

e.g. You can now have your player type,

"Horace, take the handgun from the locker"

and it works... Horace ands up carrying the handgun.

or

"Horace, put on the silly hat"

and that works logically too...

Still 'fine tuning' this at present, but should not be too long before a beta is ready.

Al

gamer1962 posted 23-10-2002 00:11 BST          
Actually now that I think about it, it has been done to death:)

I actually prefer it to be more of a way to create realism, if it's night than rooms with lamps and such. I dont think I will require anyone to carry a lamp anymore but if it is relevant to the scene I am trying o convey...