Closed GoogleCodeExporter closed 9 years ago
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Since .car edit, it could be just some param with position.
Also reverse lights would be easy with flares.
Original comment by Cry...@gmail.com
on 12 May 2013 at 10:16
My own opinion and suggestions if it's of any use:
There should be 3 types of car lights: Headlights (also enabling brake lights
at half intensity), brake lights, and reverse lights. Headlights should turn on
when sun intensity on the track is smaller than a given amount, or it's too
dark where the car is currently located (which would also help in tunnels).
Brake lights already exist. Reverse lights should be triggered when the car is
in the R gear. Next, each type of light and any light source should consist of
3 effects:
- An additive texture layered over the car mesh, making the lamp in cause
brighter. This already exists for brake lights (data/cars/#/*_brake.png).
- The flares / light coronas discussed here.
- Dynamic light casting, when and if there will be a system for light sources
other than the sun (discussed in issue ID 231). Till then this is least
important.
In my opinion those go hand in hand, and additive textures are needed for
flares not to look weird and out of place. The location of each light source
(for flare + dynamic light) should indeed be part of the .car file.
Those are my 2 cents. Hope it helps and this can be the chosen approach.
Original comment by MirceaKi...@gmail.com
on 12 May 2013 at 11:46
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Brake lights flares now done.
Reverse white flares could be good and also headlights on dark tracks.
Original comment by Cry...@gmail.com
on 4 Jul 2013 at 9:13
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closing
Original comment by Cry...@gmail.com
on 12 Nov 2013 at 11:02
Original issue reported on code.google.com by
Cry...@gmail.com
on 27 Oct 2012 at 2:52