24 Jan 11, 05:55PM
Just like the helmet pickups and plclips -- official map rehashing has been done before, and it can be done again. Especially for a great-looking feature like this.
Light shadows?
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24 Jan 11, 05:55PM
Just like the helmet pickups and plclips -- official map rehashing has been done before, and it can be done again. Especially for a great-looking feature like this.
25 Jan 11, 01:06AM
I was actually going to change it a little when I have some spare time and make it so the maps cfg could turn it on/off.
25 Jan 11, 03:58AM
IMO, this would better serve the community as a client option.
Also I'm thinking about negative lights (lights with <0 radius that make dark places), it will give more possibilities in mapping.
And how about idea to make "night version" of official maps? Dark skybox and electric lights... New spicy gameplay:) On screenshot above you see how might look like "night map".
25 Jan 11, 05:29AM
I think that would be very cool. At both ideas. I've always wanted to play on dark maps, but usually my maps look terrible when anywhere close to as dark as I wanted.
25 Jan 11, 06:09AM
Occlusion shadows + negative lights shadow (box).
25 Jan 11, 08:13AM
Ooh, negative lights can be used in place of shadows where there are no solid walls.
Nice! :D
25 Jan 11, 08:18AM
25 Jan 11, 08:26AM
Great workaround!
I'm cross-posting this to the ideas thread...
I wonder whether Flowtron has taken notice of this yet? Seems like there's no real argue like it was too heavy on resources, which would speak against implementation.
(25 Jan 11, 01:06AM)Ronald_Reagan Wrote: I was actually going to change it a little when I have some spare time and make it so the maps cfg could turn it on/off. Good point, and making a missing "switch" interpreted as off, so it will be compatible with older maps without any hassle. -edit- I once had an idea about "dynamic" lights. Something like an entity which will switch lightentities within a to-be-defined range on and off, according to a linear or random algorithm. Would this be possible in general? Just curious. Example: /switchlight a b c d a = radius (cylindrical) of impact, all lightents within this range will be switched b = switches per second (one on/off cycle) c = 0 for linear, 1 for random, 2 for etc... d = 0 for clear cut like blinking, 1 for smooth fading like glowing
Negaive lights more complicated in realisation, there will be many changes. I'll give him sources on request.
If he join it in trunk - mappers could experiment with new lights:) hmmm Strange, AC from SVN already has solid shadows effect, but my version of AC hasn't! Very very strange... Solids cast shadows in original cube engine. I was confused. May be there was a bug in my build. And nobody noticed my mistake:)
26 Jan 11, 03:37AM
I dont remember this ever being in AC.
Is the source up on top updated? I would like to see it all :)
26 Jan 11, 11:08AM
It is also available in the Cube engine, year 2002:)
My improvement is just negative light. |
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