Number one: a new light definition called "boxlight" or the like which would work something like a skybox, i.e. top, bottom,left,right,front,back.
So it might look something like this:
boxlight jack-o-lantern
{
color #CC3201
Radius 64
jacktop
jackbottom
jackleft
jackright
jackfront
jackback
}
Also, if there could be multiple light definitions per frame:
object lamp
{
frame lmp1a { light Lamp1-1 Lamp1-2...}
}
A couple of light definition ideas...
Moderator: Graf Zahl
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A couple of light definition ideas...
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Re: A couple of light definition ideas...
How would that work and how would it be useful? What would be your jacktop, etc. in your example? Textures?Super Chex wrote:Number one: a new light definition called "boxlight" or the like which would work something like a skybox, i.e. top, bottom,left,right,front,back.
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Re: A couple of light definition ideas...
Yeah, some custom .png's. My idea is that you could have for example, my jack-o-lantern. It has a candle inside, eyeholes and a mouth. This feature would make the illusion of sillhouette light coming from the object.Gez wrote:How would that work and how would it be useful? What would be your jacktop, etc. in your example? Textures?Super Chex wrote:Number one: a new light definition called "boxlight" or the like which would work something like a skybox, i.e. top, bottom,left,right,front,back.
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Re: A couple of light definition ideas...
Could he mean cube maps? Darkplaces (a Quake source port) uses cube maps for interesting lighting effects...
http://offload1.icculus.org:9090/twilig ... _start.jpg
http://offload1.icculus.org:9090/twilig ... retty6.jpg
In these two shots, the stained glass illumination and shadows cast onto the floor are done using cube maps...
http://offload1.icculus.org:9090/twilig ... _start.jpg
http://offload1.icculus.org:9090/twilig ... retty6.jpg
In these two shots, the stained glass illumination and shadows cast onto the floor are done using cube maps...
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Re: A couple of light definition ideas...
Sorry, well beyond GZDoom's scope.
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Re: A couple of light definition ideas...
Quick question... correct me if I'm wrong, but isn't GZDoom is already multitexturing gllight.png for dynamic lights... ? Can't this be hacked around so that modders can create things that emit custom graphics instead of the default?
It'd probably look something like this in GLDEFS...
It'd probably look something like this in GLDEFS...
Code: Select all
customlight JACK
{
lump jackolantern.png
color 0.5 0.5 0.0 // not sure what this would do. maybe colourize the graphic?
size 128
}
object JackOLantern
{
frame JACKA { light JACK }
}
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Re: A couple of light definition ideas...
No - because allowing such things would seriously limit future enhancements of the lighting code. Currently the performance hit would be too strong if there's more than 3 or 4 lights touching a surface but at some point it should be possible to do dynamic lighting only with shaders and no light textures involved.