|Game||Sly 2: Band of Thieves|
The lighting system in Sly 2 is responsible for illuminating objects and casting shadows.
Ambient lighting[edit | edit source]
This topic needs further investigation.
Ambient lighting controls the base illumination of all entities in a level. It can be changed by modifying an RBG value in RAM.
Dynamic lights[edit | edit source]
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Shadows[edit | edit source]
There are seemingly three types of shadows in the game:
- "Real" shadows, which are cast by entities, and terrain in exterior maps.
- "Hard" shadows, which are defined by a shadow entity in the level.
- "Soft" shadows, which are baked into the level geometry/textures.
Each type of shadow is clearly visible on any type of shadow lower on the list. When two "real" shadows overlap, they meld together.
Hard shadows[edit | edit source]
Hard shadows are only used on interior maps. Any map that uses them will have an entity called
FK$Xmapname_shadows. They were likely procedurally generated once the layout of each level was finalized.