Real-time point lights in SM64! Nighttime Bob-omb Battlefield Demo
ฝัง
- เผยแพร่เมื่อ 1 มี.ค. 2024
- This video demonstrates my point-lighting system for my Super Mario 64 ROM hack engine. Thank you to FluffaMario for letting me use his Mario model!
- Patreons -
Henry Kümpel, Pizza Brian, Haffey, Agent X, NeonNitro, Qacher Gigdu, Kristen Smith, Zack Plunkett, JBK777JBK, Disturbing Nose, TOFU, Zack B, Lordxfan2022, winter, ZT
- Social Links -
▶️ 2nd Channel: / @twovert
😊 Patreon: / rovertronic
🗨 Discord: / discord
⭐ RHDC: romhacking.com/user/rovertronic
🐔 - เกม
I'm totally in content-brain mode rn, but if you made the whole vanilla game like this and released it as something like "Mario 64, Night Edition" I bet a ton of people would play it
Big Boo's Haunt at night 😲💀
@@rovertronic 🤯
@@rovertronicmake it at day or something lol
@@rovertronic do you think you can have this in mario builder? maybe as an optional setting
well, time for Kaze Emanuar to implement this into his "Return to Yoshi's Island" rom hack 😮
this looks freaking beautiful
Holy rip, this is so cool!!
I know right
Probably useful for a Halloween mod, where you need to travel with a light source
Love the boneworks/lab ost being used
now let's wait for Conker's Badfurday's real time shadows
I can see this looking really cool in a cave level full of different coloured crystals and lanterns that swing back and forth when you touch them.
This is how I imagined Mario 64 as a child
Another bang up job dude!
Nice work 👍
Will there be a night theme available in Mario Builder then ? That would be so cool.
It looks very pretty!, there is something in Terraria music that gives me an indescribable peace
and the terraria overworld night HITS
Astounding work!
Beautiful!
This is pretty gorgeous. I’d love to see Whomp’s fortress in this style too!
If late-stage Rare made Mario64. ;)
wow!! this is so cool.
The Nintendo 64 is capable of quite a lot. You should be able to subdivide the levels to reduce how weird the vertex shading looks at times, with little impact to performance on console
I would love if you added a deep blue "fog" to the level. It would look beautiful.
I know this is just a demo and I've expressed this sentiment before but I find both point lights and directional lights on specifically level geometry in SM64 to be a bit flat with the lack of vertex colors. Fully Dark areas are a solid dark color and fully bright areas are just a solid bright color. Sure you could try to "fix" it by having a mix of point lights and directional lights, but either or standalone I find to still not do it for me, which is why I'm still biased towards vertex coloring levels, and only using lighting on objects/actors. Maybe in the future when F3DEX3 is mainstream (since it allows simultaneous vertex colors, lightning, and ambient occlusion) that would be the maneuver for levels since in that scenario full bright/full dark areas have a secondary vertex color to keep things more interesting visually as well as tertiary ambient occlusion for edges and whatnot. Nevertheless, this is still a pretty cool tech demo.
I didn't mention this in the video, but you can choose specific pieces of geometry to receive real-time point lights. You can mix and match baked point lights with real time point lights to minmax your hack's visuals. In practice, for example, I would vertex color most of Bob-Omb Battlefield, and have real-time point lights where stars can spawn.
dude that's awesome
yooooooooo looks so pretty
i was wondering when someone would do some lighting thing with vertex colors, and it finally happened
Wow
Will the terraria night theme be included in the engine
cant wait for this is mario builder 64
We love FluffaMario
Nice! Did you work on the HackerSM64 lighting branch, or is this your own thing? And will lighting on billboards be supported?
Lighting on billboards is theoretically possible by spoofing the normals of a sphere on a flat plane, but it's probably more work than it's worth. The play will probably end up being to replace every billboarded object with a 3D model.
This reminds me of half-life for some reason
Did you use dan gptv engine? Or you both working on this?
This is my own personal engine built on top of HackerSM64. While I wrote the geometry wrapping shadow implementation shown here, Dan-GPTV's system is much more sophisticated, so I'm likely to end up using his implementation instead once it goes open source.
@@rovertronic i see
Looks awesome! Why are the white areas on the Goombas and Bob-ombs visible in the dark - just so the player knows where they are?
Mario 64 uses light color to give color to any untextured models- When you use lighting in a typical way, it breaks those specific untextured models. Mario does this too, but the model I used in the video is set up to use lights in the standard way. I didn't convert the other models yet for this video, that's all.
im glad you are aware that the effect is exagerated here, and did it on purpose to make it obvious what the difference is, but will use it in an less distracting way on the final version , unlike some guys with their fixation for bloom and stuff lol.
cant wait to see the final "product", but nintendo might sue you, so i would prefer to see such a talent on an copyleft-ish character like miku or public domain one to avoid trouble.
(i said copyleft-ish because miku is copyleft but for non commercial use) i forgot the exact terms of her creative commons licence but its easy to google.
its perfect that you used the terraria music
Looks like I’m the first person, but still impressive!
Does it work on console?
Yes!
@@rovertronic Woah, impressive!
@@rovertronic how in koopas name is that even possible, the n64 struggled to run perfect dark without the expansion pack
guys don't like the video! it's at 255 now so if you do it'll look normal but be saved as 0
I was jawdropped when I saw this appear in my subbox
egg
(I’m the 2nd comment)
@simpleflips