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exwoll

Simulate light frequencies and add flashlight color filters.

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I think there should be a little tweak to the lighting system regarding the visual range different colors of light have. 

Which would affect the distances at which different light colors would be seen from. 

This would create a hierarchy among the different light sources that we can currently find in the game, and allow people to search for specific colors before raiding a city or military base at night, since their survival would be directly affected by this!

Also this will lead to another suggestion: Add military-like color filters to flashlights which would allow to change the colors depending on the needs a player has! 

 

military-flashlight-300x210.jpg

As far as I know the uses are:

Red and green are used to avoid detection since both colors have a short wave length. Green is typically the choice hunters go for during the night.

Blue is mainly used to add some range for night vision since it doesn´t interfere with it 

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Oh, is that why on TV when somebody is sneaking around a house they sometimes use a red or blue torch? Huh. And yeah, my dad has a torch a bit like that (He was RAF) with all the colour filters - never considered what they were for. though.

Would be a neat addition, for sure.

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1 hour ago, exwoll said:

I think there should be a little tweak to the lighting system regarding the visual range different colors of light have. 

Which would affect the distances at which different light colors would be seen from. 

 ...

Red and green are used to avoid detection since both colors have a short wave length. Green is typically the choice hunters go for during the night.

Blue is mainly used to add some range for night vision since it doesn´t interfere with it 

Red light is used to preserve the night vision of the eye as light with shorter wavelengths depletes the rhodopsin of the rod cells almost instantly. If you use a white (or green or blue) flashlight in the darkness an shut it off you are "blinded" for some time; if you use a red one that effect is much weaker. Thats the case because the rhodopsin is very sensitive to light with shorter wavelength but almost insensitive to red light. As the rod cells are responsible for night vision you can use red light to stay less visible because it can only be received by the much less sensitive cone cells.

Green light is used by hunters to trace down trails of blood as under green light plants (green) look bright, but blood (red) looks almost black so you get a good contrast. In addition to that is the human eye most sensitive to green light (if we only consider the cone cells).

I'd really like to see stuff like this to be added to the renderer as I think night time gameplay needs a bit more depth.

Edited by tommekk
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16 hours ago, exwoll said:

Red and green are used to avoid detection since both colors have a short wave length. Green is typically the choice hunters go for during the night.

Blue is mainly used to add some range for night vision since it doesn´t interfere with it 

As far as I know it is red that does not interfere with night vision (this is why in submarines they switch to red light before they surface in the night).

Blue is used by medics and helps to see blood better and can be used to track bloodstains by hunters.

Green is used for general lighting and map reading, human eye being sensitive to it but less visible at longer ranges, does mess a little with night vision but less than white light.

Not sure about yellow, maybe for more contrast.

These filters were also used for signaling.

 

 

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A red and white headlight / flashlight would be enough depth for me, if the red does in fact makes a real difference in game. With the excellent night shader Tommekk has made, I think that could have a white light variable so the white light affects the player's eye if in the dark. This would make using a white flashlight / headlights, and temporarily blinding opponents a really cool thing!

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