All (I think) Things not affected by 3D floor lighting
Moderator: Graf Zahl
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All (I think) Things not affected by 3D floor lighting
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.
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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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.
For everything except projectiles it looks awful anyway.
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Do you mean specific DECORATE flags that can be applied to actors to force them to be x/y billboarded?Graf Zahl wrote:GZDoom has specific actor flags. But they are not set for default actors.
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.