Skip to content
Olivier Wervers edited this page Dec 4, 2021 · 15 revisions

Introduction

Understanding the shadows, and thus the lighting conditions of the original game is essential to replicating the style of the original graphics. The expansion packs graphics show what might happen when lighting isn't setup carefully.

Much like with anti-aliasing there's a lot of inconsistency around shadows. Most of these inconsistencies can be traced back to the 3D software used at the time. Most objects for RCT1 were rendered with Raydream Studio whilst 3DS Max was used for most RCT2 renders. But since RCT2 relies on a lot of graphics from RCT1, there're some inconsistencies in the graphics visible.

Base Game

A few examples of shadows as they appear in the base game:

image

Graphics with shadows from Raydream Studio

image

Graphics with shadows from 3DS Max

Shadows from Raydream Studio are hard shadows whereas the shadows from 3DS Max appear to be soft shadows. Another notable difference is that some objects rendered with Lightwave appear to have two shadows instead of one. This is possibly due to a technical limitation of not being able to disable shadows on spotlights used to highlight additional detail on larger models.

We can try to deduce the angle of the light that is casting these shadows using some basic geometry:

image

view space delta X = 51 view space delta Y = 21 world space delta Y = 24.249 Based on these distances the shadow would imply a light angle of about 25.43°

image

delta X = 20 delta Y = 10 world space delta Y = 11.547 Based on these distances the shadow would imply a light angle of about 30°

Expansions

The expansion packs are graphically very inconsistent with the base game. Whilst they should not be used as a reference for replicating the style, they still offer a good insight into what might happen when it isn't done within the nostalgic style of the base game.

image

  • The insect has a black drop shadow. Shadows generally aren't dark enough to turn black in the base game. Additionally, the drop shadow onto an invisible floor limits how the piece can be used in a build.
  • The column piece does not have enough ambient light, causing the entire left side to be unreadable. The base game rarely lets this happen. Simon Foster used additional filler lights when areas were too dark[1].
  • The angle of the sun on the castle corner is further towards the camera than in the base game.

References

[1] Simon Foster - https://www.youtube.com/watch?v=p6Fci7NWYUo

Use the same lighting rig for all your work. Set up a set of lights for your main light direction but also use filler lights to catch details in the shadows.