I'm a little concerned about the source of light but this will definitely be quite interesting to test. Thanks a lot for your contribution!Right now there is only one single directional light but it should not be too difficult to add support for point/spot lights. I think it would be cool to be able to save parameters such as light direction and color to some file format so that it can be customized per field/battle scene. I also read about the game already having some kind of lights (point lights?), so maybe we can use those because implementing a way to manually place lights would be a lot of work I think.
The light layer
Blending of 3D models
Reflections and refraction of surfaces.
Emission on magic effects.
Btw. do you know if skinned meshes are possible through shaders?
Could we have a little update on the progress of the project please? I find it incredible, but I can't imagine how much work it is! Is it a very complicated project to realize?
This is amazing !
New lighting feature incoming!
I implemented support for PBR textures such as normal map, roughness map, metalness map and AO map!
There is still no environment map but that is next in my list.
(https://i.imgur.com/d1k3sqU.gif)
Please enable lighting in the FFNx.toml settings file. Enable the FFNx DevTools if you want to play with parameters such as light direction and color.
Hey, I need a little noob help with this. I enabled the devtools (by switching the value to "true"), but nothing happens when I press F12 on my keyboard, other than putting notepad in fullscreen. What am I missing?
Thank you!
Also, the "F12" shortcut is to toggle on and off the debug menu from the game window, not from notepad lol
lmfao. Thank you.
So from reading further, this F12 debug menu seems to be used to modify the lighting feature in various ways, and not to activate or deactivate it, correct? It feels like the FFNx.toml file is where the feature would be toggled on or off, but my issue is that I can't find anything in that file that relates to the lighting feature. I have 7th Heaven 2.3.1.0 installed, as well as the latest stable version of FFNx (obtained from the 7th Heaven General Settings menu).
Is the lighting feature only available from the "canary" channel?
Yes, lighting is currently only available in the canary build so please check the link in the first post if you want to try it.
Right now there is only one single directional light but it should not be too difficult to add support for point/spot lights. [...] I also read about the game already having some kind of lights (point lights?), so maybe we can use those because implementing a way to manually place lights would be a lot of work I think.So.. I've asked about FF7's lighting before, and I ended up doing some testing over this weekend. What I found is that the way lighting works in FF7 isn't quite like you'd expect.
Echoing the sentiments of everyone else here, this is a really cool mod. Very happy to see this. I hope FF7-PC can be configured/modded to take control of your lighting system, somehow!
So.. I've asked about FF7's lighting before, and I ended up doing some testing over this weekend. What I found is that the way lighting works in FF7 isn't quite like you'd expect.
Here's a huge post with what I was able to figure out about lighting in FF7 (https://forums.qhimm.com/index.php?topic=20540.msg285477#msg285477).
If I understand correctly this is like having 3 directional lights, each one having its direction along each of the X, Y, Z axis. I suppose that this is a very rough way to imitate global illumination instead of just having a constant ambient color that would look flat. This a very ad-hoc way of doing lighting so I am not really interested on replicating this way of doing lighting. This is not how lighting is done in modern games so I think we would do much better if we don't use this data at all.You understand it correctly! And honestly, considering the way you're doing lighting with this mod, I think ignoring this data will probably be the right call overall.
For indirect lighting, I am working on implementing Image Base Lighting( IBL) / environment maps.That'll be very cool, that's exciting. Wishing you good luck!
New lighting feature incoming!
I implemented support for PBR textures such as normal map, roughness map, metalness map and AO map!
There is still no environment map but that is next in my list.
(https://i.imgur.com/d1k3sqU.gif)
Beautiful work Cosmos. Have you seen this topic?Yes, I replied to the author of that topic just a little above your comment.
https://forums.qhimm.com/index.php?topic=20540.0;topicseen
I like these models. Where do I find them?