one "bug" one idea and two feature ideas.

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Deamonic
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Joined: Tue Oct 25, 2005 10:09
Location: Australia.

one "bug" one idea and two feature ideas.

Post by Deamonic »

okay, ill start of with the bug. i think its a bug.
recently ive been making a mapset with alot of dynamic lights and i noticed one thing, while below or above 0 hight the lights appear on surfaces as normal, but dont show up on guns(hudweapons) and, im not sure, but i dont think they show up on actors either. this majorly sucks because theres a part of my level where you have to go through a road tunnel, it has flickering dynamic lights on the ceiling and on the ground, there are also rocket zombies in this tunnel. now, theese zombies are meant to be noticible in the light, but instead you run in and a rocket comes out of nowhere and gibs you. it would also be a bit more "atmospheric" for the flickering to show up on your gun.

now for the feature ideas (which arent really necessary, but could be real cool)
okay, ive bee, using windows a bit at the moment and one thing ive been thinking is is "they look crap...". ive figured out two ways to make them look not crap, the first would be to make them a transparent mirror, and the second would be to put a fake "shader" inbetween via use of a transparent Paralax(not sure of spelling) or arcing sky texture, but there is no way that i know of to paralax a texture or a line.

and heres the idea, which i think could be done using ACS(which i have no proper knowledge of at the moment):
okay, so i know doom wouldnt be capable of full shadows, but what about fake "blotch" shadows? this could probably be achieved by, if there is any way to, calculating the angle an actor is on from a dynamic light, and from that creating a line of a # of invisible dynamic subtractive lights from that position to make a fake, blotchy shadow.

i hope most of this wasnt just crazy babbling.

i got the word "paralax" from Duke3D, you can make ceiling textures arc using paralax in DN.
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Graf Zahl
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Re: one "bug" one idea and two feature ideas.

Post by Graf Zahl »

Deamonic wrote:okay, ill start of with the bug. i think its a bug.
recently ive been making a mapset with alot of dynamic lights and i noticed one thing, while below or above 0 hight the lights appear on surfaces as normal, but dont show up on guns(hudweapons) and, im not sure, but i dont think they show up on actors either. this majorly sucks because theres a part of my level where you have to go through a road tunnel, it has flickering dynamic lights on the ceiling and on the ground, there are also rocket zombies in this tunnel. now, theese zombies are meant to be noticible in the light, but instead you run in and a rocket comes out of nowhere and gibs you. it would also be a bit more "atmospheric" for the flickering to show up on your gun.
That should work. I'd have to see your map to see why it doesn't work there.

now for the feature ideas (which arent really necessary, but could be real cool)
okay, ive bee, using windows a bit at the moment and one thing ive been thinking is is "they look crap...". ive figured out two ways to make them look not crap, the first would be to make them a transparent mirror, and the second would be to put a fake "shader" inbetween via use of a transparent Paralax(not sure of spelling) or arcing sky texture, but there is no way that i know of to paralax a texture or a line.

and heres the idea, which i think could be done using ACS(which i have no proper knowledge of at the moment):
okay, so i know doom wouldnt be capable of full shadows, but what about fake "blotch" shadows? this could probably be achieved by, if there is any way to, calculating the angle an actor is on from a dynamic light, and from that creating a line of a # of invisible dynamic subtractive lights from that position to make a fake, blotchy shadow.

The engine isn't really designed for such an effect. There is much more overhead involved in calculating that than you might think.
Deamonic
Posts: 19
Joined: Tue Oct 25, 2005 10:09
Location: Australia.

Re: one "bug" one idea and two feature ideas.

Post by Deamonic »

Graf Zahl wrote: The engine isn't really designed for such an effect. There is much more overhead involved in calculating that than you might think.
would have looked cool though.

the wad with the light problem is over 3 megs so im not gonna get it hosted right now, but it seems to happen to every wad i make.

oh, and how about faking a paralax, is there any way i could get a texture to move everytime you get closer to it?(then move the opposite way when you go backwards)
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Graf Zahl
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Re: one "bug" one idea and two feature ideas.

Post by Graf Zahl »

Deamonic wrote:
the wad with the light problem is over 3 megs so im not gonna get it hosted right now, but it seems to happen to every wad i make.
My email can handle it.
Deamonic
Posts: 19
Joined: Tue Oct 25, 2005 10:09
Location: Australia.

Post by Deamonic »

cant find your email so i ust zipped and hosted it

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Graf Zahl
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Post by Graf Zahl »

Fixed the light bug.
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