PNG alpha ignored on linedefs
Posted: Tue Oct 30, 2007 16:01
Example WAD http://nash.wanzafran.com/doomstuff/smoke.zip
I realize I used a sprite for the line's texture, but this problem happens with proper textures (TEXTUREx and TX_) too. The reason I'm re-using this WAD was because it was the quickest way for you to check out what I'm reporting.
I need it to achieve a bunch of visual effects on textures, but most importantly, I need it to spice up the lighting in my map by using PNG alpha to fake baked shadows, since GZDoom's lighting is pretty flat.
I used to achieve it by making tons of thin sectors in front of the walls (or around a construct) and gradually decreasing the sector brightness using transfer brightness so that actors don't get affected by the lighting, just the floors.
This method proved to be too much work, and will not look as intended with a current project I'm working on that is lit 100% by dynamic lights (no sector lighting).
Example image: http://nash.wanzafran.com/doomstuff/nsinv02.png
(again, needed to demonstrate it real quick, sorry for the big pic, it was an old screenie I posted in the WIP thread at ZDoom.org)
To recreate the above effect without using sector lighting, I'd setup a 3-d floor sector around the bench and use a gradually fading out PNG texture. It would also look a lot smoother than sector lighting. For walls, I'd just create long strips of 3-d floor sectors along the walls to apply the fake shadows.
I believe Doomsday does this automatically. A more elegant option would be true lightmaps but I don't see you implementing that anytime soon (and that's perfectly fine; don't get me wrong) so this is the best way I can think of without having to wait for further port developments.
If you can't fix this due to technical difficulties in the code, then can you suggest something else to me, this has to work without sector lighting.
(The last resort would be to simply create separate textures for the areas that need shadows but that'll take too much WAD space)
I realize I used a sprite for the line's texture, but this problem happens with proper textures (TEXTUREx and TX_) too. The reason I'm re-using this WAD was because it was the quickest way for you to check out what I'm reporting.
I need it to achieve a bunch of visual effects on textures, but most importantly, I need it to spice up the lighting in my map by using PNG alpha to fake baked shadows, since GZDoom's lighting is pretty flat.
I used to achieve it by making tons of thin sectors in front of the walls (or around a construct) and gradually decreasing the sector brightness using transfer brightness so that actors don't get affected by the lighting, just the floors.
This method proved to be too much work, and will not look as intended with a current project I'm working on that is lit 100% by dynamic lights (no sector lighting).
Example image: http://nash.wanzafran.com/doomstuff/nsinv02.png
(again, needed to demonstrate it real quick, sorry for the big pic, it was an old screenie I posted in the WIP thread at ZDoom.org)
To recreate the above effect without using sector lighting, I'd setup a 3-d floor sector around the bench and use a gradually fading out PNG texture. It would also look a lot smoother than sector lighting. For walls, I'd just create long strips of 3-d floor sectors along the walls to apply the fake shadows.
I believe Doomsday does this automatically. A more elegant option would be true lightmaps but I don't see you implementing that anytime soon (and that's perfectly fine; don't get me wrong) so this is the best way I can think of without having to wait for further port developments.
If you can't fix this due to technical difficulties in the code, then can you suggest something else to me, this has to work without sector lighting.
(The last resort would be to simply create separate textures for the areas that need shadows but that'll take too much WAD space)