Even though I chose both of my light colors (on and off colors) to be almost identical I still get the in-game light blinking virtually ON/OFF instead of between the two light colors. This makes it almost impossible to achieve a candle or lantern light that looks even remotely realistic.
Can something be done about this or is it a known limitation. Looking at the flickering parameters of the original lantern omni light - the latter, but I'd like to make sure.
(07-02-2013, 08:04 PM)Bucic Wrote: [ -> ]Even though I chose both of my light colors (on and off colors) to be almost identical I still get the in-game light blinking virtually ON/OFF instead of between the two light colors. This makes it almost impossible to achieve a candle or lantern light that looks even remotely realistic.
Can something be done about this or is it a known limitation. Looking at the flickering parameters of the original lantern omni light - the latter, but I'd like to make sure.
You need to use fade. It's right underneath the flicker properties in the light's properties :-)
Fade does not solve the problem.
Flicker set to occur at 80% through 100% radius (distance) => not realistic (flickering occurs only far away, does not occur in tight spaces at all)
whole distance => too slow
All of the values you used for the flicker parameters would be helpful.
Unless there's some huge thing I've missed no values will solve the problems I've described in the post #3. But, here they are, if it's to move the discussion forward (upper is flicker / lower is fade, all ON unless indicated otherwise):
0 / 0
0 / 0
0.14 / 0.4
0.09 / 0.12
The Off Radius and Off Color is important, as these relate to the Off Min and Max time. You can assume the On Radius to be the radius specified for the light. When fade is active the radius will scale from On value to the Off value according to the time specified for the Min and Max, On and Off time, in a linear motion. You can keep the On and Off, Min and Max time for the flicker part at 0, since values greater than 0 appear to override the On and Off, Min and Max time for the fade part.
Thank you, but we're back to post #3 then.
Then i am curious of the kind of flickering you're trying to obtain.
If you don't see what's fundamentaly wrong with the Flickering implementation right from the start I'm not sure you can help me with the issue.
I'll try to rephrase/supplement what I wrote in post #3.
Only the "whole distance flickering" is realistic i.e. resemble real flickering. Because no matter how close to a wall you stand you'd always see the flickering of the light. Let's leave the flickering intensity for the sake of simplification for now. In amnesia the "whole distance flickering" is not possible to achieve. You'd have to go 0.01 to make the light flicker fast enough, which causes performance issues and glitches.
I started the topic to make sure I'm not missing anything. Judging by the flicker parameters of the original lantern (0.35/0.65, partial OFF distance) I don't miss anything but hey, you never know.