All (I think) Things not affected by 3D floor lighting

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Enjay
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All (I think) Things not affected by 3D floor lighting

Post by Enjay »

I'm not sure if this is a genuine bug or just a limitation (I can't find it mentioned anywhere - I did look).

Items under a 3D floor take their lighting information from the main sector and not the light value under the 3D floor.

I had wondered why the items in my well lit 3D house were a bit duller than normal - almost as if they were outside in the dark, and why my stuff in a dark tunnel appeared to be glowing slightly. ;)

Player HUD sprites are correctly affected, but the player sprite (just like all other sprites) is not.

Example WAD posted to show the effect.
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Post by Graf Zahl »

It looks perfectly correct for me.
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Post by RazTK »

No problems here either. :-k
Last edited by RazTK on Tue Jan 29, 2008 20:06, edited 1 time in total.
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Post by Enjay »

You mean you guys arent getting this?

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Post by RazTK »

I don't. Everything is correct.
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Post by Enjay »

Strange. Image
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Post by Enjay »

Aha! got it! This, I suspect, is one of the problems that Graf was concerned about with sprite billboarding. It only happens when billboarding is set to x/y not just y.

Probably not a bug then but a known limitation?
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Post by Graf Zahl »

Ah. X/Y billboarding ignores 3D-floors because as the code is written it won't work and to be honest - so far it has been ultra-low priority to implement it. This particular issue was my main motivation that I never did it before. It's only in because I got the code from Skulltag.

For everything except projectiles it looks awful anyway. ;)
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Post by Enjay »

I'd actually forgotten that I had it on. I tested it, decided that I didn't like to see zombiemen sliding across the floor on their backs and thought I'd switched it off again. Apparently I didn't.

Yeah, for me too: projectiles work but I don't really like it for other things.
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Post by Nash »

Billboarding is really only useful for particles, special effects and stuff that are supposed to gradually disappear.
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Post by entryway »

Graf Zahl wrote:For everything except projectiles it looks awful anyway. ;)
glboom+ has following check:

if (!(sprite->thing->flags & (MF_SOLID | MF_SPAWNCEILING)))
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Post by Graf Zahl »

GZDoom has specific actor flags. But they are not set for default actors.
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Post by Enjay »

Graf Zahl wrote:GZDoom has specific actor flags. But they are not set for default actors.
Do you mean specific DECORATE flags that can be applied to actors to force them to be x/y billboarded?

If so, I must have missed that and could you post what they are please?

[edit] Nevermind, I found them:

Code: Select all

November 29, 2007 (Changes by Graf Zahl)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.
[/edit]
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