NWN2 has Dynamic Lights but you are limited to 6 per Tile before water stops rendering. you can get around 8 - 10 before Dynamic Lights start shutting off.
I can't stress how important this is when module-building. Especially considering that we have very little, if none, placeables that actually emit light. On the other hand, allowing light-emitting torches on the walls actually has a purpose.
I would also like to say that this really needs to be a focus, if Beamdog really wants to bring NWN back to the forefront of multiplayer persistent RPGs then allowing infinite lighting should be a priority. Since this has been a normal feature of pretty much every game for more than the last decade. Per pixel lighting would be a big plus as well.
So far every NWN game I have played has been plagued with lights constantly popping in and out, even at max settings and it is very distracting from gameplay.
I would also like to say that this really needs to be a focus, if Beamdog really wants to bring NWN back to the forefront of multiplayer persistent RPGs then allowing infinite lighting should be a priority. Since this has been a normal feature of pretty much every game for more than the last decade. Per pixel lighting would be a big plus as well.
So far every NWN game I have played has been plagued with lights constantly popping in and out, even at max settings and it is very distracting from gameplay.
Comments
I wasn't aware NWN1 had "Dynamic Lighting".
NWN2 has Dynamic Lights but you are limited to 6 per Tile before water stops rendering. you can get around 8 - 10 before Dynamic Lights start shutting off.
Dynamic lighting with placables
https://neverwintervault.org/forums/neverwinter-nights-1/nwn1-custom-content/dynamic-lighting-placables
Is there any other examples? Like that shipped with the game or have seen extensive use?
We have a light spell. I know.
So far every NWN game I have played has been plagued with lights constantly popping in and out, even at max settings and it is very distracting from gameplay.