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  1. #1
    Glide64 developer Gonetz's Avatar
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    Zelda MM point lighting

    I want to talk about “point lighting” implemented in RiceVideo 6.1.0. Yes, with this feature ZeldaMM looks much more correct. But is it 100% correct? Since I don’t have N64 console, I can’t answer this question. However, I can analyze Rice’s plugin work. As I see, point lighting means that under some condition all directional lights are ignored and only ambient light is used. Well, may be it must work this way. However, sometimes it looks strange. Look at these screen shots. On the first screen Link is flat lit (no directional lights used). One step aside and he becomes lit by directional light. Why? What is so different in both cases? I think, light sources are the same. So how to explain directional light absence on the first screen? May be somebody can post screens from real system?

    Attached Thumbnails Attached Thumbnails S MASK-0.jpg   S MASK-1.jpg  
    Sorry for terrible English, my native language is C++


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  2. #2
    Moderator Rice's Avatar
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    Gonetz

    The implementation in my plugin is just better than before, as you said, it is not way to be accurate. One thing we are sure is that directional lighting, ambient lighting and point lighting are all used in this game.

    I would like to see some shots from the real console, too.

    I would like to see how Orkin has done with his Direct64 plugin about this.
    - Rice
    http://1964emu.emulation64.com

  3. #3
    EmuTalk Member Reznor007's Avatar
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    I have my N64 connected to my PC and can take screenshots if you want. Just tell me a place to take them. It has to be in town though, as my MM cart doesn't have any saves on it right now(I beat it on Gamecube).
    Nothing can stop me now.

  4. #4
    EmuTalk Member
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    It's been ages since I beat this game, but I do still have my N64 and game still. If somebody can tell me what point in the game is best, I can find my digital camera and I can remember after sitting through my hydraulics class for a very long time, I'll gladly take a picture and post it if no one else does by the time I get back

  5. #5
    d1R3c764 & g1|\|64 m4|<3R Orkin's Avatar
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    Point lighting is where the light's direction is computed per-vertex by finding a the normal from the light's position (specified in the light structure) to the vertex. I haven't completely figured it out yet either (still working on how it's supposed to be attenuated), but I don't think my implementation in Direct64 has the problem you mentioned, Gonetz. At least, I never noticed it. I'll check tonight after work...

    From what I can tell, directional and point lights can be used at the same time (they can in Direct64 anyway), but MM will usually set the directional lights' colors to black when using point lighting.
    Last edited by Orkin; March 7th, 2005 at 22:53.

  6. #6
    d1R3c764 & g1|\|64 m4|<3R Orkin's Avatar
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    I was wrong. Direct64 does the same thing that's shown in the screenshots above. However, it's not a problem with the point lighting, as disabling it leaves the same issue.

    Could this be the way it was on the N64? Or maybe there's another type of light that we're still missing?

    A few shots from the N64 of the bomber tunnel could help out...

  7. #7
    EmuTalk Member
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    Quote Originally Posted by Orkin
    A few shots from the N64 of the bomber tunnel could help out...
    I know I promised I'd get around to it yesterday, but I'll do it later today, in maybe 3 or 4 hours.

  8. #8
    Beta Tester Federelli's Avatar
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    Not the bomber hideout, but still, point lightning is used here as well at night (shop alley)



    MSI 975X Power Up Edition | Intel Core 2 Duo E6600 | 2GB Corsair XMS2 DDR2-800 4-4-4-12 | Seagate 60 7200RPM PATA UDMA5 & 320 SATA2| Visiontek HD 3870 | Dell 2007WFP 20.1" | SoundBlaster Audigy 2 | Jazz Speakers JS300 2.1 | LG GSA-H12N UDMA4 | Logitech G5 & G15 | Logitech Rumblepad 2 | Epson Stylus CX4700 | Windows XP+SP3 | DirectX 9.0c

  9. #9
    EmuTalk Member
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    Ok, here are the pictures I promised. No one told me any place specific, so I just took the bomber's hideout. Seems a lot more illuminated than using and emulator with Rice's plugin. But if you want anymore pictures, let me know the place and the position you want me to stand at. And the last picture is just to show how awesome I am.

    And sorry for the grainy pictures, I lost my S-video out cable for the N64 and am left for now with composite only. I will try to take better picture if these actually help and are useful for this topic.
    Attached Thumbnails Attached Thumbnails P3080232 (Large).JPG   P3080233 (Large).JPG   P3080234 (Large).JPG   P3080231 (Large).JPG  
    Last edited by Sirmatto; March 9th, 2005 at 01:31.

  10. #10
    EmuTalk Member Reznor007's Avatar
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    Here's some shots taken from my real N64 using a TV card and Svideo input. I tried to get hte exact same shot as Rice.

    http://members.cox.net/rdawkins1/1.jpg
    http://members.cox.net/rdawkins1/2.jpg
    http://members.cox.net/rdawkins1/3.jpg
    http://members.cox.net/rdawkins1/4.jpg
    Nothing can stop me now.

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