A couple of light definition ideas...

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Super Chex
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A couple of light definition ideas...

Post by Super Chex » Tue May 19, 2009 19:19

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...}
}

:?:
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Re: A couple of light definition ideas...

Post by Gez » Tue May 19, 2009 19:42

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.
How would that work and how would it be useful? What would be your jacktop, etc. in your example? Textures?

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Super Chex
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Re: A couple of light definition ideas...

Post by Super Chex » Tue May 19, 2009 19:47

Gez wrote:
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.
How would that work and how would it be useful? What would be your jacktop, etc. in your example? Textures?
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.
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Re: A couple of light definition ideas...

Post by Nash » Tue May 19, 2009 20:33

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...

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Re: A couple of light definition ideas...

Post by Graf Zahl » Tue May 19, 2009 21:05

Sorry, well beyond GZDoom's scope.

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Re: A couple of light definition ideas...

Post by Nash » Mon May 25, 2009 23:33

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...

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...

Post by Graf Zahl » Mon May 25, 2009 23:44

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.

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