Glaring lights.

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solarsnowfall
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Glaring lights.

Post by solarsnowfall »

Cutmanmike wrote:Can we have the tunnel map? :)
This is the effect (a couple) from that wad. Nothing too spectacular. Not even sure if this will run well on lesser systems. The ceiling light is static. The wall light casts a glare into the room, that lessens as the player gets closer to the window. Maybe usefull to someone. :roll:

Image

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For GZDoom.

More (hopefully useful) stuff to come.
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solarsnowfall
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Post by solarsnowfall »

Slight revision. Updated the calculations to factor in Z distance. The total distance calculated is a true 3d distance now. Before it only measured a distance based on the X and Y positions, wich means the light fading would not be effected at different Z ranges. Like a right triangle, side A is the XY distance, side B is the Z distance, and the 3d distance is calculated as the hypotenuse.
smg m7
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Post by smg m7 »

That's cool. It'd work nice for something dark.
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TheDarkArchon
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Post by TheDarkArchon »

:shock: Jawsome!
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solarsnowfall
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Post by solarsnowfall »

Any frame rate issues?
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TheDarkArchon
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Post by TheDarkArchon »

The framerate takes a noticable dip but nothing as bad as SSD.
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solarsnowfall
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Post by solarsnowfall »

It drops to ~200 fps for me, with both the window and ceiling light in view, ~400 fps with only the window in view. I'm running on an Athelon 3500 though...
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