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.
}
Custom Dynamic Light Graphics
Moderator: Graf Zahl
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Custom Dynamic Light Graphics
DooM engine editing furry geek... Haters gonna hate. ;3
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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.
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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Re: Custom Dynamic Light Graphics
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.
This would be really useful for things like fake shadows/lightmaps and stuff like that.