Custom Dynamic Light Graphics

Moderator: Graf Zahl

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Super Chex
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Custom Dynamic Light Graphics

Post by Super Chex »

Yeah. I was just thinking... What if you could tack (paste) a tag onto the begining of a light definition that could change the graphic used for dynamic lights. Something like this:

pointlight CAGELAMP
{
size 120
color cf681c
image cagelight.png // Or whatever.
}
DooM engine editing furry geek... Haters gonna hate. ;3
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Graf Zahl
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Post by Graf Zahl »

I no'd this before because it would forever block other ways of implementing dynamic lights when shaders become faster.
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Nash
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Post by Nash »

This reminds me of one of those semi-modern features like in the Unreal Tournament 2004 engine (or the first Far Cry) where it would render shadows sourced from a bitmap instead of geometry, and that shadow will be mapped accurately onto other surfaces...

I don't know what's the proper technical term for this though but it's featured in those two games I mentioned.
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Nash
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Re: Custom Dynamic Light Graphics

Post by Nash »

Can this be reconsidered (probably not like how the OP demonstrated though), now that you've reworked the shader system in GZDoom? You did say that you plan to add directional lights...

This would be really useful for things like fake shadows/lightmaps and stuff like that.

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