Nexus Modding > Mod Development / Released Mods

Battlestar Galactica Mod particles

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GeoModder:
In the end it might be better to have two solar systems (Helios Alpha-Beta and Helios Gamma-Delta), because even if the one pair of suns is quite far off they keep displaying sunshine on planets from the other pair.

jstubbles:
I actually ended up having to make multiple systems for it. If there are 2 active suns in a system file, the realtime lighting no longer works. The inteam version on Assembla has the new systems.

GeoModder:
I noticed the suns were split up.
Interesting, a black sun doesn't interfere with realtime lighting, but a "normal" sun does? Didn't know that. I always assumed the black sun was to have a second fake lightsource in a star system with a single sun in it.

Would you like me to split up my Cyrannus system file in four systems? The planets and other objects are still in correct positions there...

jstubbles:
Since when were you working on the systems? It was on my task list, which is why I created them....

With the lighting, the engine supports 2 light channels. If only 1 sun is there, only 1 channel is used. If a second sun is there, the second channel is used. The only time the lighting is dynamic from weapons is if one of those two suns is blocked by a planet, effectively rendering it intert but still active. The weapons then cast light because the channel is available. So we fake the planetary shadow by making the sun extremely small so it casts no light but is still active.

GeoModder:
I think I started working on it somewhere late April, a few weeks after I learned the poster existed.
It was about finished late May I think, and supplied to Galaxy366.

EDIT: in case you hadn't noticed, I made the systems astronomically plausible (distances from habitable planets to their suns and such. ;)

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