Hello,
Being one of the guys who complain about the current lighting, I was wondering something only dev team can answer : is the lighting process hard linked to the whole game or can there be 2 lighting processes ?
Currently, at first we can say that "contrast" is far too high. But on foot, if Horizon current lighting has been kept, it would have generated many complains as light on planets and moons is quite always as tenuous as the atmospheres on newly landable bodies. So the question of is 2 lighting systems programmable becomes important here.
For those who played long enough, they probably remember Horizon previous lighting, used just before current 1, "Night Vision" was added to the game, 2, dark side became really dark and 3, enabled us to see stars while being dazzled by the star at the same time. Previous lighting mimicked as system as if the canopy, not being made of transparent glass (anyone thinking that should at least watch a few NASA videos) was 1/ closing the store (just orienting quartz like in LCD watches) or aperture in cameras and 2, greatly amplifying ambient light when it was necessary.
Let's call lighting_1 Horizon's old one and lighting_2 Horizon's current one. The idea here is simple : use lighting_2 in ships and fighters, and lighting_1 on foot and SRV's (transparent protection in SRV's) with a new effect on the helmet : variations like sun glasses and glow when amplificating light. An even more simple effect on helmet is switch to black when there is too much or not enough light and transparent in other cases. I prefer the "sun glasses" as "analog" effect applied seems easier to avoid bugs of wrong "helmet face" than the "more simple" one.
regards
Being one of the guys who complain about the current lighting, I was wondering something only dev team can answer : is the lighting process hard linked to the whole game or can there be 2 lighting processes ?
Currently, at first we can say that "contrast" is far too high. But on foot, if Horizon current lighting has been kept, it would have generated many complains as light on planets and moons is quite always as tenuous as the atmospheres on newly landable bodies. So the question of is 2 lighting systems programmable becomes important here.
For those who played long enough, they probably remember Horizon previous lighting, used just before current 1, "Night Vision" was added to the game, 2, dark side became really dark and 3, enabled us to see stars while being dazzled by the star at the same time. Previous lighting mimicked as system as if the canopy, not being made of transparent glass (anyone thinking that should at least watch a few NASA videos) was 1/ closing the store (just orienting quartz like in LCD watches) or aperture in cameras and 2, greatly amplifying ambient light when it was necessary.
Let's call lighting_1 Horizon's old one and lighting_2 Horizon's current one. The idea here is simple : use lighting_2 in ships and fighters, and lighting_1 on foot and SRV's (transparent protection in SRV's) with a new effect on the helmet : variations like sun glasses and glow when amplificating light. An even more simple effect on helmet is switch to black when there is too much or not enough light and transparent in other cases. I prefer the "sun glasses" as "analog" effect applied seems easier to avoid bugs of wrong "helmet face" than the "more simple" one.
regards