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User avatar   Experienced Modder Experienced ModderMember since: 23.09.2011, 02:21Posts: 424 Likes: 92
 

 Post Topic: [Crysis 2 Mod SDK] FakeLight option broken :/
PostPosted 01.05.2012, 03:00 
FakeLight option worked in Crysis 1, Warhead and the freeSDK. Why not in Crysis 2? :(

I wanted to have many lights with coronas but without the FakeLight option the editor crashes often because of the very high dynamic light count. Too much for deferred lighting, it seems.

A Light Propagation Volume doesn't help either because it disables the coronas :|

Any workarounds? Or will I have to wait for Crysis 3 to be able to make mods using light coronas ;(

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EDIT: Actually, even while using Fake Lights in the Free SDK, the system chokes with 300 or so too, lol.

User avatar   Crytek Staff Member Crytek Staff MemberMember since: 09.01.2008, 01:11Posts: 10651Location: Crytek HQ Likes: 658
 

 Post Topic: Re: [Crysis 2 Mod SDK] FakeLight option broken :/
PostPosted 02.05.2012, 11:07 
You have 283 lights in one scene and are wondering why it's crashing? :/

Surely there's a better way to achieve what you're trying to achieve?



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No dev/modding PM's please, use the forums! :)
User avatar   Experienced Modder Experienced ModderMember since: 23.09.2011, 02:21Posts: 424 Likes: 92
 

 Post Topic: Re: [Crysis 2 Mod SDK] FakeLight option broken :/
PostPosted 05.05.2012, 17:50 
Well, I thought deferred rendering would help on this. The light radius is very small so it shouldn't be too bad performance wise, and it isn't until I hit 300 lights that performance takes a nose dive.

Also, fake lights were apparently designed for situations like this so you could have plenty of corona effects without lighting calculations.

In any case, I guess I should just avoid area lights to limit the amount of flares needed.
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: [Crysis 2 Mod SDK] FakeLight option broken :/
PostPosted 15.05.2012, 04:28 
Hey did you ever figure it out? I would like to know how to make lights like the one in the screenshot above.


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User avatar   Experienced Modder Experienced ModderMember since: 23.09.2011, 02:21Posts: 424 Likes: 92
 

 Post Topic: Re: [Crysis 2 Mod SDK] FakeLight option broken :/
PostPosted 16.05.2012, 01:57 
I decided to simply limit the amount of lights and keep them under 300. For the ceiling lights in the screenshot above I was using 22 lights each (7 cross-shaped flares, 7 circular flares to imitate a bigger bloom effect, 7 blind flares that get very intense when you're close to the light and the actual destroyable light). Overkill xD.