Development Cycle Archive
Thread: IT 7-7: Lighting Objects
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Thunderheart
Fri Feb 27, 2004 7:58 pm
#1
Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.ffice
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Architects, where you able to craft these items?
Players, how did they new light sources work for you?
Sneezy
Fri Feb 27, 2004 8:06 pm
#2
Yes, I was able to make all of the new lamps and candles.
However, the new exotic armoir can NOT be made. I get Crafting Error: No Test Prototype and the crafting tool shuts down.
Longstreet
Fri Feb 27, 2004 11:24 pm
#3
Is controlling the ambiant light within buildings on the list anywhere? In certain structures, specifically corellian and generic, all of the rooms are increadibly bright, making lamps not noticable. It would also add more atmosphere if you could get rid of ambiant light and only have independant sources.
Sneezy
Fri Feb 27, 2004 11:26 pm
#4
You can check out the various styles on Warcry: http://swg.warcry.com/index.php/content/new_lights
Raeanbot
Fri Feb 27, 2004 11:29 pm
#5
There are samples on display in the New Unity cantina. I'm sure the othercitieshave displays as well. Thanks, Lepo. 
Utess
Sat Feb 28, 2004 12:49 am
#6
The new lights are so pretty. I love how the candles flicker and they really fill the rooms with light. In fact with a few lights placed, you don't even need your personal light anymore at all. Some of the styles aren't as pretty as others, but all of them are neat and unique.
MatrimHavelando
Sat Feb 28, 2004 2:03 am
#7
TH, does this mean that the current lighting effects in player structures have been turned down so that the new lamp/candles are worth buying and dont over lights our rooms?
Hlicalanthe
Sat Feb 28, 2004 2:47 am
#8
Longstreet wrote:Is controlling the ambiant light within buildings on the list anywhere? In certain structures, specifically corellian and generic, all of the rooms are increadibly bright, making lamps not noticable. It would also add more atmosphere if you could get rid of ambiant light and only have independant sources.
/agree
Darkatem
Sat Feb 28, 2004 3:46 am
#9
We definately need a way to turn off the current ambient lighting within a building. Being able to do so would allow us to create an awsome atmosphere if we experiment with light placements
Utess
Sat Feb 28, 2004 5:32 am
#10
Having worked with the new lighting items much of the night, I can say either dimmer controls or the ability to turn the lamps on or off is very much needed. The are absolutely beautiful and work amazingly well. But in some cases, almost too well. They generate a lot of light, so placing a lamp or two in a room can result in it getting almost blinding at times.
Worth noting: some lamps haveboth off and on versions where the light doesn't work and there is no timer.
Also, the candle flicker seems to work well, but depending on the placement of the candle in the room and/or your postition relative to the candle, the lighting can sometimes generate a "strobe effect" where instead of a constant light flickering in intensity, it flashes the light as completely on or completely off.
So, a single object/person in the room can go from having lighting on them, to none at all at a constant flickering pace while everything else in the room flickers properly. The result can be very disorienting and the constant strobing of a singleobject starts to make me a bit queasy after awhile if I watch it for too long. That really needs to be adjusted if possible before going live.
But, outside of some brightness issues where dimmers or on/off switches would be nice, and some lighting issues with candle flickering, the new lights are still absolutely wonderful. One single lamp is more effective than at least 2 or 3 torches in a room and most are very pretty.
It gives you much more control over how you want your home lighted, and lets you save a lot a item space by replacing multiple torches with a single light source.
Crystalis_Jedi
Sat Feb 28, 2004 5:48 am
#11
They look fantastic!
Though, while the decay is great, you should make a "lightbulb" item that a player drags onto a decayed light, instead of having to buy a whole new light, and then REPOSITION it back in the hosue.
Though, while the decay is great, you should make a "lightbulb" item that a player drags onto a decayed light, instead of having to buy a whole new light, and then REPOSITION it back in the hosue.
SWG-Runesabre
Sat Feb 28, 2004 9:57 am
#12
Thanks for the testing report, Sneezy. I believe we have that bug entered in our database to be resolved.
progman63
Sat Feb 28, 2004 11:38 am
#13
Longstreet wrote:
Is controlling the ambiant light within buildings on the list anywhere? In certain structures, specifically corellian and generic, all of the rooms are increadibly bright, making lamps not noticable. It would also add more atmosphere if you could get rid of ambiant light and only have independant sources.
Some Naboo houses are very dark also.
A lighting control from the mgmt terminal would be an excellent future addition.
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