Is there evidence of day night yet?

  • Thread starter dbarrade
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Nurburgring + night = epic.

And, combined with dynamic scenery, this would be brilliant. What I mean is, when you're only on a time trial, it would be dark.. and quiet...

But in a race - i.e. the Nurburgring 24h - the track would be alive, with lit up trackside scenery, just like the real event 👍

24h_Nurburgring_2006_211.jpg
 
Nurburgring + night = epic.

And, combined with dynamic scenery, this would be brilliant. What I mean is, when you're only on a time trial, it would be dark.. and quiet...

But in a race - i.e. the Nurburgring 24h - the track would be alive, with lit up trackside scenery, just like the real event 👍

24h_Nurburgring_2006_211.jpg

yes, yes, a million times yes 👍👍👍
 
Well guys, heres the thing with this we must all realize, just because we see a car driving at night in a Trailor, doesnt mean crap. Look at the stages in GT4 that take place at night!
 
It is of course speculation, however you can kind of tell the difference between the weird environments they use in those trailers and the gameplay-type footage. Besides, all we've concluded is that it *looks like* GT5 will have a new night track that includes a jump among it's rumored 90 or so (?) tracks...
 
I hope they make Day and Night.
Rain can come in later.
I am tired I drive 24h race within sun being in same place..
Besides, I hate driving in rain : P
 
What I do not get is, why are day/night cycles "so hard" to implement (why they are not more common). You would think it would be easy. Have the main source of light (the sun) on an axis that gradually moves and increases/decreases the amount of light produced according to where it is. Just add some hue and filter affects on top of that and BAM there it is.
 
With that argument, I can't say it's impossible to involve a day/night cycle. I'm just wondering what PD currently does to simulate the effect. Also, the addition of dynamic weather isn't that difficult. The generation of random clouds should be relatively simple. It seems fairly simple how Rockstar demonstrates time cycles in GTA, so I can't doubt the inclusion of Day/night cycle.

And Paskowitz's method is particularly simple, but the most effective, it seems. If in Prologue, the shadows and reflections are constantly re-rendered by the game engine, then there should be no problem having the global light source change. As for circuits like Nurburgring, PD may have the resort to using a pre-generated animated texture map to make it possible to reflect all the trees. I don't know. I've been using Truespace 3.2 (released in 1997) for a while, but I really don't know what extent digital technology has reached.
 
Well.. in Prologue world shadows are not real-time. Onlny shadows which we see on cars (+ casted by cars) are real-time/
But I think it could be done.. But (again) there is another problem.
At day we have one light source (Sun).. at night, if we want it to look natural there have to be many light sources. 16 x for cars (headlights) plus lights over the tracks.
 
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