| Martyste Tendertail | However, baking new vertex colors and changing the sky's color would let you have a different period of the day. |
| Mr.Rubinshtein | Day-night cycle thing needs real time rendering if i remember correctly |
| PegPeregoGaucho | the romaster still seems to use vertex coloring in some places |
| Mr.Rubinshtein | i think they didnt even get rid of vertex coloring its there |
| PegPeregoGaucho | but it doesn't matter, if the devs can't even implement a decent fixed time lighting, they would never be able to make a real time one |
| Mr.Rubinshtein | |
| Mr.Rubinshtein | exactly |
| Mr.Rubinshtein | not in this universe |
| Martyste Tendertail | Yeah the vertex colors were still there |
| PegPeregoGaucho | but they also are removed in some places |
| PegPeregoGaucho | (i think) |
| Mr.Rubinshtein | where? |
| Martyste Tendertail | Some games still managed to make dynamic vertex color light sources. |
| Mr.Rubinshtein | romaster has double shadows |
| Mr.Rubinshtein | so they didnt remove anything |
| PegPeregoGaucho | like the beginning of helvetia |
| Martyste Tendertail | Harry Potter's Lumos spell on PS2, or the fairies in Kao 2 are the only light sources in a cave, so you progress by looking at what they light. |
| Martyste Tendertail | That stuff was great for its time |
| PegPeregoGaucho | Speaking of dynamic vertex color light sources, the original XXL did in fact have it, all clones (Romans, crates, hearths, ...) had different vertex coloring based on their rotation |
| Martyste Tendertail | Yeah, that was epic |