- Mar 9, 2016
- 1
- 0
Has anyone figured out how the creators of ClockTown recreated the 3 day day/night cycle of LoZ: MM? I'm quite curious my self.
View: https://www.youtube.com/watch?v=LMDzVxfo564
Probably a combination of fake cubes in the skybox to toggle on and off and mutiple light_environments to toggle between
Light environments inheret almost everything a light_spot can do, including being named and turned on/off with inputs. You just need to disable smartedit and add the keyvalues manually. They will of course greatly increase your lightmap data if you have more than one though,
Now I wonder if CS:GO's recent lighting changes (which, if I've read the description right, splits the first bounce commit from light_environment from all other light commits) do this as well, or if they actually have the ability to overlay one lightmap on top of another.Nope! For each face it computes the visible lights (grouped by name) and compiles a lightmap for each permutation of the visible lights. It maxes out at 2 lights per face, not counting static lights.
wow are you serious? Plenty of people told me it would cause compile errors to have two light_enviroments and even the Valve Developer wiki implies this: https://developer.valvesoftware.com/wiki/Light_environment