1
WIP / Re: [FF7PC] Cosmos Lighting: a real-time lighting and shadow mod (WIP)
« on: 2021-04-11 13:05:58 »
That's super impressive work!
When you are done with it, I have a few ideas which could need your magic hands.
The light layer effect could be probably better simulated through shaders. TrueOdin has implemented a way to allow upscaled textures to be compatible with the games fading technique but in certain situations it just kills performance. Aali himself said a long time ago that this has to be solved through shaders.
Blending of 3D models could need a different look. Currently the game makes all faces transparent, so you see the whole meshes. I think that it would look better in any situation (when summoning, in the temple of the ancients) if only what you see gets transparent.
Reflections and refraction of surfaces. This would be just a tiny nice detail. Reflections would be seen on the floor in Shinra HQ. It would need a mask to define which part is reflective and which not. Maybe an extra image for the mask? Similar would be refraction effects. Maybe the elevator in Shinra HQ, but for sure the glass like thing in the Forgotten City in the screen before you meet Aerith and the broken glass dome over her.
Emission on magic effects. This could be particular hard to get it working correctly. I could imangine that a condition to determine if an effect emits light, could be if an effect has some transparency or not. Another solution could be to make it for external textures only and having a flag on them (like an _EXY_ in the name, where XY would be a number between 1 and 100 and setting the strength of the emission).
That are just some ideas and I hope you pick some up.
Btw. do you know if skinned meshes are possible through shaders?
When you are done with it, I have a few ideas which could need your magic hands.
The light layer effect could be probably better simulated through shaders. TrueOdin has implemented a way to allow upscaled textures to be compatible with the games fading technique but in certain situations it just kills performance. Aali himself said a long time ago that this has to be solved through shaders.
Blending of 3D models could need a different look. Currently the game makes all faces transparent, so you see the whole meshes. I think that it would look better in any situation (when summoning, in the temple of the ancients) if only what you see gets transparent.
Reflections and refraction of surfaces. This would be just a tiny nice detail. Reflections would be seen on the floor in Shinra HQ. It would need a mask to define which part is reflective and which not. Maybe an extra image for the mask? Similar would be refraction effects. Maybe the elevator in Shinra HQ, but for sure the glass like thing in the Forgotten City in the screen before you meet Aerith and the broken glass dome over her.
Emission on magic effects. This could be particular hard to get it working correctly. I could imangine that a condition to determine if an effect emits light, could be if an effect has some transparency or not. Another solution could be to make it for external textures only and having a flag on them (like an _EXY_ in the name, where XY would be a number between 1 and 100 and setting the strength of the emission).
That are just some ideas and I hope you pick some up.
Btw. do you know if skinned meshes are possible through shaders?