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Torchlight Shader - $100 USD

Robbo
Guest
Quote
2023-03-27 00:35:03

I have $100 USD for anyone who is able to add a new torchlight shader into the CopperCube source code - either as new post processing or otherwise which will work with the existing lighting system and not replace it as is currently the situation.

I have tried a few people already but as yet no luck......

Full credits in my game plus cash if your interested...


sakura
Registered User
Quote
2023-04-06 16:36:26

Do you mean a flashlight?

The easiest way to do this is to use a circular mask on the screen, and with the lights in the CC, it will work with the original lighting system.

Otherwise a whole new lighting system is needed to replace the lighting system in CC to achieve the effect of a flashlight.


Guest
Guest
Quote
2023-04-06 17:31:52

For Flashlight, how about using raycast to continually move a point light to collision possition?


sakura
Registered User
Quote
2023-04-06 17:41:27

Guest wrote:
For Flashlight, how about using raycast to continually move a point light to collision possition?


This is a good idea, the radius of the mask layer can be adjusted according to the distance between the collision point and the player. The closer the player is to the collision point, the smaller the radius of the circle and the brighter the light. Conversely, the radius is larger and the brightness is lower.


sakura
Registered User
Quote
2023-04-06 17:44:15

But I've been developing a new lighting system so that it has the effect of a flashlight.

But it doesn't meet your need to work with existing lighting systems.


Guest
Guest
Quote
2023-04-06 17:47:44

^ I think we could use 2 point light, one for walls and one for non-wall objects, and maybe combine it with a cone model that doesn't affect by lighting for the look


sakura
Registered User
Quote
2023-04-06 17:51:33

The old game used to implement the spotlight effect by using a cone with a translucent texture.

It's really worth a try.


sakura
Registered User
Quote
2023-04-06 19:11:02

Mainly because I do not have much time, the complete lighting system needs some time to develop, but at present it has been able to achieve the flashlight effect very well.


just_in_case
Moderator
Quote
2023-04-07 00:38:17

There is already, spotlight shader created by me also available on my website and the OP also has modified it to work with his project and had uploaded modified version on his itch.io
so the problem here is not the torchlight(flashlight), he wants it to work with the inbuilt lighting system or without breaking the inbuilt lights. As for now the shader breaks the Coppercube default lighting. That is why he is asking if someone can incorporate, my shader as a native material to Coppercube, using the C++ client source.

He already knows about the ideas you guys are proposing, which simulates flashlight effects but not create a true flashlight, only a shader does that, which he already has.

Creating a flashlight or torch light shader is not what he wants, he wants native material.


Robbo
Guest
Quote
2023-04-07 13:58:11

Well said 'just_in_case' - I have tried all the above methods and not yet really happy with any of them as they don't produce a true flashlight effect without significant issues.

No-one including Niko is willing or able to do this as yet....sadly.

Doing distance checks and moving point lights around - I tried this but causes issues with close objects versus far objects not highlighted correctly and using 2x point lights is a waste as I need all 10 currently and have allowed for 1 only (if required) for true flashlight effect.

Best one to date is using post-processing vignette with adjustable size and transparency for daylight torch versus a nigh-time torch brightness yet still a problem when transitioning from off to on and vice versa thus requiring the vignette to be on all the time to stop the sudden change in darkness causes by the vignette around the edges, not a massive problem yet other problems like looking at the sky shows full flashlight 100 km in the air which is not right...or on the far horizon...look all wrong..

I'm going to have to look further as tried upwork and the guy changed his mind and was unable to do it....have to try freelancer.com but most people ask for too much money IMO.


Robbo
Guest
Quote
2023-04-07 14:01:33

wrote:
Otherwise a whole new lighting system is needed to replace the lighting system in CC to achieve the effect of a flashlight.


Really ? - cant new post-processing code be added that gets the shadow mapping and adjust a new lit area in front of the player and adds (or multiplies) the existing shader brightness amount ?


sakura
Registered User
Quote
2023-04-07 16:01:41

My idea was to build a set of shaders so that it would have almost the same effect as the original, thus replacing the original lighting system.

In that case, you can still use CC's original lighting system to preview and turn on the new lighting system after running the game.

Then adding the flashlight effect is equivalent to working with the original lighting system.

As for modifying the C++ client code, especially the shader as a native material, I think it still has to be implemented by Niko, because everyone's idea is different, and the code we write is not necessarily a reference for Niko, it just means the effect can be achieved.

And I don't know if Niko already has plans to implement this spotlight effect, if Niko updates the effect, the code we write will be of little use and people will prefer to use the native feature.

I'm actually more interested in CopperLicht, which is based on WebGL, because it is cross platform, developed once and runs everywhere.

And there are great possibilities for the future, such as WebGPU with higher performance than WebGL, which has great value and is worth developing.

But there doesn't seem to be much discussion about CopperLicht, does anyone know why?


Guest
Guest
Quote
2023-04-07 18:47:06

@Sakura, just_in_case already has made some shaders that does the lighting, it will probably be much better if you create other useful or required features that has not been implemented yet.

he also has created PBR shaders as well.

Below are the links to his shaders.

https://vazahat.itch.io/light-sh...
https://vazahat.itch.io/pbr-shad...

I don't know why he named the shader "Fake" PBR, while it does actual PBR shading, with roughness and environment mapping and all other stuff.

imo, it is better to not waste time in reinventing the wheel. Try to produce stuff that has been not introduced to the community or is not yet available by other developer that way, we can have more features. Rather than same stuff, under different developers name.

it is a norm in coppercube community, people generally develops those stuff which has been already developed by someone already. For example recently @hadoken shared the spritesheet behavior, which was already in the community but then just_in_case posted an update to his version. For me it just feels like a waste of time, if you have to develop something then why do you develop it after someone has already released it. Why don't you guys just do it at first place.


or maybe it is like you guys are missing a to do list. Imagine if @niko has to share his todo list for CC here on forums, there has been many stuff in his todo list ,atleast I know there are a few stuff by me as well in the list. Why don't create a public todo list and complete that list.

I am not trying to be oversmart here but that can be sort of an idea. What do you guys think about it?


sakura
Registered User
Quote
2023-04-07 19:07:17

I was not actually aware that just_in_case had developed this lighting system.

Although I think the authors have the right to sell their product, but I think the price of $20 is really too expensive.

While my lighting system may not be as professional as just_in_case's, it can be used by anyone.

Its goal is only to replace the original lighting system, not to improve the quality of the graphics.

Of course, if I were to develop other things, I would probably look into CopperLicht.


Robbo
Guest
Quote
2023-04-08 00:15:53

wrote:
But I've been developing a new lighting system so that it has the effect of a flashlight.


So how many point/spot lights can be used at the same time ?

CopperCube is limited to 10 (without normal maps) or only 4 with normal maps while just_in_case upgraded it to 5 with his version using normal maps.

Because of this limitation I got rid of all normal maps and now have access to 10 lights at the same time - do you have this or better maybe ? and has flashlight ?


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