Another generated mod that took some time to get working properly that adds a active point light source for vehicle fires and exhaust flames. There are some limitations to the point lights such as tracking the vehicle at high speeds. I couldn't find a satisfying enough work around so they work currently is honestly good enough and convincing for the flames that get shot out and lag behind leaving a light source still rather than stick to the tips of the exhaust area.
Mod showcase video's here:
The point lights also don't use shadows currently since the flash lasts 0.15 seconds so they are not capable of producing shadows from enclosed spaces or where the light shown in real life would be obscured by an object. To combat this I have made the after fire light source 150 lumens at peak intensity which is still good enough to see around 19:30 in-game time (First two sets of screen shots) But the effect is still satisfying nonetheless and hopefully someday this feature could become official in the game.
I have also decided to limit the peak point light count for fire to 100 so there should be a chance for all fire nodes to have their own light source and it doesn't seem to have much of a performance impact unless maybe you have lower system specs
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The vehicles fire also produced shadows at one point but they are also attached to nodes on the vehicle where the fire source occurs and some exist inside the vehicles interior so the only time the lighting looked good was from a deformed or wrecked vehicle state rather than if it was engulfed in flames otherwise the light source would flood only the interior and cast no shadows from the light outside the vehicle. Massive amount of point light shadows also cause a lot of performance strain so I decided to keep the fire lighting simple since It's still as good as they will get anyway.
Experimental Fire Lighting System 1.2
Adds a pointlight source for vehicle fires and exhaust afterfire visuals
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