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More dynamic light types
Posted: Wed Dec 27, 2006 7:07
by Nash
Right now, GZDoom's lights are omnidirectional. How about some additional light types?
I was thinking of directional lights (with an argument to control the pitch), ambient light (which could probably be just a really huge light, because even at 255 size, the dynamic light just isn't big enough for some situations), and maybe a spotlight type (again, with pitch).
These additions would help level builders create more visually appealing levels (with the proper usage of course).
Posted: Wed Dec 27, 2006 10:05
by Graf Zahl
Directional lights can't be done properly with the information at hand.
Huge lights won't be done because they can kill performance faster than you can look. If you need something larger you can use Vavoom light which multiply the radius by 4.
This is Doom not some modern engine with all the needed data to process light sources efficiently.
Posted: Mon Jan 01, 2007 7:41
by MasterOFDeath
If you want ambient light and spot lights like that, your best choice is Half-Life. I can't see those being implemented easily in Doom as well.
Posted: Wed Jan 03, 2007 3:04
by Snarboo
You can always fake it sometimes, too. Spotlights especially. Using some fancy level editing skills and dummy sectors, you might be able to fake the effect of a moving spotlight. Or you could use a sprite to simulate the effect.
Posted: Wed Jan 03, 2007 14:08
by Cutmanmike
Or a model but it's still a long shot.
Posted: Fri Jan 05, 2007 10:31
by MasterOFDeath
Snarboo wrote:You can always fake it sometimes, too. Spotlights especially. Using some fancy level editing skills and dummy sectors, you might be able to fake the effect of a moving spotlight. Or you could use a sprite to simulate the effect.
Faking a static spotlight that never moves is easy as hell too. Just use two dynamic lights.
Posted: Sun Jan 14, 2007 7:22
by Chilvence
Doomsday has a neat trick to do this in a really cheap but usable manner - It just lets you pick what lightmap texture gets used above, below and to the sides of an object. You can essentially use it to fake areas of shadow, and I don't see it being hard to implement (really, just a swap out of the basic blob light texture for something custom)