RandomComputerUser
Terrarian
I’ve released a new mod implementing fancy lighting in tModLoader 1.4—basically just smooth lighting and simulated ambient occlusion, similar to the setting of the same name in Minecraft. I’ve wanted to create a mod like this since I saw the released footage of Terraria: Otherworld, and I think it’s turned out relatively well.
Steam Workshop Link: Steam Workshop::Fancy Lighting
Source Code: GitHub - RandomComputerUser/FancyLighting-Terraria: Fancy Lighting Mod for Terraria
Compare the following images, modded and vanilla:










Previously, I released a mod titled Smooth Lighting for tModLoader 1.3. However, that mod had issues with things such as the spelunker potion, the dangersense potion, and crystal shards, all of which glow without actually emitting light to their surroundings. These issues have been fixed in with mod. Additionally, I’ve also made sure to add support of illuminant paint. Since I had to hardcode these fixes, this mod is not likely to work with modded content that emissive textures to walls or tiles. Another issue was that the lightmap would block the view of the light sky, which I’ve fixed by multiplying the lightmap only by the tile(2) and wall render layers instead of applying the lightmap on top of the entire scene. Also, the old mod did not add ambient occlusion.
Steam Workshop Link: Steam Workshop::Fancy Lighting
Source Code: GitHub - RandomComputerUser/FancyLighting-Terraria: Fancy Lighting Mod for Terraria
Compare the following images, modded and vanilla:










Previously, I released a mod titled Smooth Lighting for tModLoader 1.3. However, that mod had issues with things such as the spelunker potion, the dangersense potion, and crystal shards, all of which glow without actually emitting light to their surroundings. These issues have been fixed in with mod. Additionally, I’ve also made sure to add support of illuminant paint. Since I had to hardcode these fixes, this mod is not likely to work with modded content that emissive textures to walls or tiles. Another issue was that the lightmap would block the view of the light sky, which I’ve fixed by multiplying the lightmap only by the tile(2) and wall render layers instead of applying the lightmap on top of the entire scene. Also, the old mod did not add ambient occlusion.