So here’s what our DLS can do:
New Lighting Tab
We have grouped all options for DLS into a new tab, which you can find in the lower section of your toolbar.
By having it there, it is completely up to you, if you want to include light on your map or not. Your interface is not cramped with new toggles and options, but stays focused on what you want to achieve.
DLS is also another thing that requires additional resources from your PC. So if you are running DUNGEONFOG on a slower system, this gives you the free choice if you want to go that direction or stay on the safe path (in terms of performance).
There is still space for improvements here, but for an optimal experience when working with lighting, we recommend that you are working on a PC that has at least 8GB RAM and a graphics cards installed.
You now have the option to adjust the ambient lighting of your level by
- adjusting the ambient stage light
- adjusting the ambient light for all rooms at once
We decided to give you an option for all rooms at once, so you don’t have to manually adjust each room one by one, but apply a general lighting for all. You can still adjust each room separately, by selecting them.
Every prop can now act as a light source. It is up to you to decide, which prop should be a light emitter. To help you here, we have already flagged all props, that are intended to be light sources as such, so you don’t have to do that yourself.
All you need to do is, place that prop on the map and adjust the lighting settings to your needs.
Every wall is automatically detected as a blocker. So as soon a light hits on a wall, it is blocked and thus creates a shadow.
- We tried to stick as close to the physical equations behind that, so pay attention to the general ambient lighting of your scene.
- We have added additional options for you, so you can decide if your rooms are blocking light, or not.
Now, this is something that we are especially proud of. You might have seen prop shadows in other tools. They usually cast a straight, endless shadow based on the range of your light source.
To have a proper shadow cast, you usually have to know the height of your light source, the height of your prop and - which is the biggest problem - you have to have a 3D model of the prop that is being lit.
Most 2D map tools simplify that for the sake of their programmers sanity.
They just say: "Ok, there is a prop - take the outline and block light from there.", causing shadows to be more a conceptual area where no light falls, regardless of the shape of that prop.
With DUNGEONFOG we have the unique chance to bring change to the market and to challenge other publishers with new ideas. So we tried to solve this problem of 2D-meets-3D.
And the result is truly one of its kind!
Also, we do not cheat by restricting this to our own props only - it works with all uploaded props as well!
With this update in place we can proudly announce, that with DUNGEONFOG you have the most realistic lighting system that any 2D map editor offers today.