Another hugely requested feature, Planet Coaster does an ok job of this by adjusting the global lighting to night time when inside a building via a trigger. It could be improved on though. Achieving darkness inside a building can be technically challenging though and requires some clever thinking. You could achieve it through ray tracing but that is hugely taxing on both the CPU and GPU, cycles that for this type of game need to utilised else where, so I do not think that is the answer. I would take a guess and bet that something like ray traced global illumination was ruled out pretty quickly due to the huge CPU and GPU overheads required. Fine for a FPS game, but not for a game that is quite dynamic I would have thought.
Nolimits 2 Rollercoaster simulator has an interesting approach to this problem and it works very well, giving very dark buildings for dark rides. I feel a similar system could perhaps be utilised for PC2.
The developer explains briefly how it is achieved in NL2 here:
I am not sure if the Cobra engine would allow local dimming of the global lighting within specific areas but if it did a system like this might work well. I assume it does, because tunnels go dark, so perhaps adapt the tunnel dimming to work with piece by piece where it is activated once a specific number of wall and roof pieces are in place.
Nolimits 2 Rollercoaster simulator has an interesting approach to this problem and it works very well, giving very dark buildings for dark rides. I feel a similar system could perhaps be utilised for PC2.
The developer explains briefly how it is achieved in NL2 here:
I am not sure if the Cobra engine would allow local dimming of the global lighting within specific areas but if it did a system like this might work well. I assume it does, because tunnels go dark, so perhaps adapt the tunnel dimming to work with piece by piece where it is activated once a specific number of wall and roof pieces are in place.
- Have a specific piece by piece wall type that has an outside face and an inside edge, the inside edge is the buildings internal side where the dimming of global lighting will take place. You could even expand on this and let us select which side of any piece by piece wall, floor and roof piece is intended if at all, to be the inside edge of a building. It would be good if it could automatically detect this, but that could be quite complex to implement. I do not know if you could make the system clever enough to know when wall pieces and roof pieces are connected together to automatically know a building has been created.
- Build a building to your custom size and specific size that you need.
- As long as each side and roof of the building has say more than 90% of wall, roof pieces in place, it can then trigger local dimming of the global lighting system inside the building. Having it not need 100%, so a solid cube or shape of a building, is crucial, because it allows rides and paths to enter and leave the building.
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