Shadows

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Reinchard
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Shadows

Post by Reinchard »

I notice in JDooM nice shadows near edge of walls and floors/ceilings. Is this possible in GZDooM?
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Enjay
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Post by Enjay »

I think that's the fake radiosity effect in JDoom you're talking about. I asked about whether Graf had any plans to implement something like it quite some time ago and he said no and that he doesn't like it. Personally, I think he's right. :)
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ChupaReaper
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Post by ChupaReaper »

What about shadows for models? The shadows come from lights created by GLDEFS?
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Graf Zahl
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Post by Graf Zahl »

Real shadows - in the Doom engine??? :laff:
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ChupaReaper
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Post by ChupaReaper »

Yea, thats wot I thought...
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Nash
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Post by Nash »

Graf, how about simple blob shadows under actors that would scale according to the actor's radius?

I somehow think this is much much easier to implement because I was messing around with GLDEFS the other day, giving actors subtractive lights and it just occured to me that these could serve as blob shadows, if not for the fact they they darken the walls and other sprites around them...
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Tormentor667
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Post by Tormentor667 »

That would be indeed a nice idea :)
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Graf Zahl
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Post by Graf Zahl »

But not really doable. I have no idea how to clip the shadow polygons efficiently.
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Tormentor667
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Post by Tormentor667 »

Isn't it possible to add a subtractive light object that is connected to the bottom of "some" things and that only affects sector structures (walls, floors) and no sprites?!
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Cutmanmike
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Post by Cutmanmike »

Pff this is doom1/2 not doom 3, even I who use tons and tons of models think shadows is going too far.
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Enjay
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Post by Enjay »

EDGE has had shadows for years. I think they use the current sprite for any actor then somehow project a silhouette of it onto the floor. I'm not saying that it looks good mind, just that it exists.
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Graf Zahl
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Post by Graf Zahl »

Time to dump this.
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