SneakyGuy101 on 3/10/2014 at 11:21
Seriously though, what is the big difference between the two? They look almost exactly the same and I'd really like to know what the difference is :confused:
gigagooga on 3/10/2014 at 11:27
Raycast ignores shadows made by objects.
fibanocci on 3/10/2014 at 12:38
Objectcast is usually the better choice. I can't figure why anyone is using raycast.
PinkDot on 3/10/2014 at 13:05
Objectcast is better as it calculates shadows from objects but it's much slower. Raycast is a compromise and is used to get a preview of lighting without waiting for too long.
OldMeat on 3/10/2014 at 19:29
Please correct me if I am wrong, but I think raycast allows light to be directed at objects or surfaces with a direction of where the light is coming from, without that object or surface showing or affecting any additional light or shadow, whereas objectcast will allow the object to cast a shadow in addition to directional light.
I really don't know how it might, if at all, add to any issues of reflection, which probably has it's own separate form of lighting issues.
For the type of game that we use objectcast looks so much cooler and allows a player to possibly take concealment in a shadow cast from an object or surface at varient levels.
There may be reasons to use more simplified light for when trying to make a game based upon older style games for the sake of nostalgia, but for most stealth based games the objectcast might use more processing calculations, but IMO makes a better experience in gameplay.
ZylonBane on 3/10/2014 at 19:41
You're wrong. PinkDot already explained exactly what the difference is. In objcast mode, objects cast shadows. In raycast mode, they don't. Raycast mode is used to get a quick preview of a level's lighting. It's never used for the final release version of a map.
Also, in NewDark, objcast mode is the only way to get the fancy soft shadow effects.
DrK on 3/10/2014 at 19:44
Quote Posted by OldMeat
For the type of game that we use objectcast looks so much cooler and allows a player to possibly take concealment in a shadow cast from an object or surface at varient levels.
Unless newdark changed things around, shadows cast by objects have no influence whatsoever on the lightgem. You hide in a shadow but you're still visible to the AI.
It's great to work on atmosphere and lighting though, and that's mostly how I use it.
OldMeat on 3/10/2014 at 19:59
Quote Posted by OldMeat
correct me if I am wrong, but I think raycast allows light to be directed at objects or surfaces with a direction of where the light is coming from, without that object or surface showing or affecting any additional light or shadow, whereas objectcast will allow the OBJECT to cast a shadow in addition to directional light. Okay then, I stand corrected.
But I have played a couple of games made with Dromed where lighting was simplistic to simulate an older type of video game like they made in late 1980s and early 1990s.
At other times the authors of some FMs may have forgotten to employ the right lighting for their levels.
OldMeat on 3/10/2014 at 20:39
It's funny how I have viewed a few FMs with strange lighting techniques and how I remember them. I am sure I would not be the only one who would reminisce about older fan missions in this fashion.
Proof of a failing memory on my part I guess.
I just took a look at 3 oddly lighted FMs and all employed the Objectcast lighting.
The few I just looked at a moment ago were Fables of A Pentintent Thief, Kill Factory II (I could not find the first one), and Reflections.
All had very strange looks and used the Objcast lighting. The FM FOPT seemed to stick differently in my memory though.
These were all made by some of the better FM authors here and were intentionally made to have a certain look to them.
Then there have been other FMs made by other earlier authors where it may have been released before lighting without the objcast being employed.
I perhaps may have confused a solid brush and an object when talking in my earlier posts about varient degrees of shadow and light.
As far as I know, if a solid brush like a block (fence-like or blocks) or cylinder (wells and pillars) does possibly have an effect upon the light gem while in-game depending on where light may be coming from.
ZylonBane on 3/10/2014 at 20:47
Quote Posted by OldMeat
But I have played a couple of games made with Dromed where lighting was simplistic to simulate an older type of video game like they made in late 1980s and early 1990s.
Only four games were made with DromEd: Thief, Thief Gold, Thief II, and System Shock 2.