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Shadows

Posted: Mon Jan 14, 2008 9:32
by Reinchard
I notice in JDooM nice shadows near edge of walls and floors/ceilings. Is this possible in GZDooM?

Posted: Mon Jan 14, 2008 15:05
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. :)

Posted: Mon Jan 14, 2008 17:09
by ChupaReaper
What about shadows for models? The shadows come from lights created by GLDEFS?

Posted: Mon Jan 14, 2008 17:35
by Graf Zahl
Real shadows - in the Doom engine??? :laff:

Posted: Tue Jan 15, 2008 22:00
by ChupaReaper
Yea, thats wot I thought...

Posted: Wed Jan 16, 2008 4:41
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...

Posted: Wed Jan 16, 2008 11:42
by Tormentor667
That would be indeed a nice idea :)

Posted: Wed Jan 16, 2008 12:42
by Graf Zahl
But not really doable. I have no idea how to clip the shadow polygons efficiently.

Posted: Thu Jan 24, 2008 13:33
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?!

Posted: Fri Feb 08, 2008 16:42
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.

Posted: Fri Feb 08, 2008 18:47
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.

Posted: Sat Feb 09, 2008 0:54
by Graf Zahl
Time to dump this.