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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Dynamic Lighting?
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD4 MP Mapping
Posted: Monday, Nov. 26, 2007 11:11 pm
I was watching the developers commentary (on dvd) and they were talking about their new lighting sytem, they were saying that

"primary lights cast shadows from actors/the player"
"primary light are not allowed to touch one another"
i.e i'm guessing their radius' must not intersect.

also it was mentioned (but dont take this as fact) that exteriors are lighted via worldspawn and interiors only via these 'primary lights'.

Also when watching certain explosion effects from in-game dynamic cutscenes I noticed the scripted explosions did not cut through models/brushes but I dont know about normal grenade explosions etc.

anyones thoughts on this? Any ideas on how the lighting will be implemented into the editor, if at all?

p.s The quotes from above are not actual quotes but merely point/extracts taken from the "walkthrough by developers" from the COD4 DVD that comes with the collectors box set.




edited on Nov. 26, 2007 06:13 pm by techno2sl
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Nov. 26, 2007 11:16 pm
I hope you're right about the seperatiogn between worldspawn and interior light... that would be great for adding realism. There's def some kind of exposure/worldspawn difference between interiors and exteriors. When you go inside buildings, exterior locations seen through windows get a boosted exposure level, simulating your iris opening up while inside, so hopefully there more to it than meets the eye, so to speak.
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