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Posted
Those shots don't really show the color on the floor though. Heck I remember a Q1 mod that did that

 

Coloured, projected lights are easy to do, it's just that no one has used one in a map yet (perhaps because we don't have good stained glass textures).

Posted
Coloured, projected lights are easy to do, it's just that no one has used one in a map yet (perhaps because we don't have good stained glass textures).

 

The problem with that is that you need to have a good texture for the stained glass window and a light texture. I was working on that with my glass stuff, but I couldn't seem to fit a church window into my old mill, so I left it at that :)

 

(The reason why you need a projected light texture is that D3 does not have translucent objects cast shadow or colored shadows at all - so you need to use a fake projected light for it. This is easy for "single" color windows, as you can combine a black/grey/white light texture and some color, but for a stained glass window you need a new texture)

 

Anyway, check out the second room in maps/test/glass.map (after svn update!) and tell me what you think :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted
Anyway, check out the second room in maps/test/glass.map (after svn update!) and tell me what you think

 

This is public thread, and I doubt sxotty has access to SVN. Perhaps a screenshot would be more helpful.

Posted
This is public thread, and I doubt sxotty has access to SVN. Perhaps a screenshot would be more helpful.

 

Sorry. Here you go:

 

post-144-1195154347_thumb.jpg

 

Note: The colors (and the shape, of course) of each glass element can be set in the editor. The glass is translucent, too. (You don't see that as the wall behind the window is uniform black :)

 

Only downside is that the glass does not cast a colored shadow.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted (edited)
Only downside is that the glass does not cast a colored shadow.

 

That's something you could hack in pretty easily, though, isn't it?

I mean like using invisible colored spotlights in front of it, hitting the ground to give the illusion of colored backlighting (can lighting have a texture when it hits a surface?).

 

In dromed, some people just put a translucent texture on the ground in front of it, and that looked pretty good ... it just wouldn't cast a shadow if you walked over it like spotlights. But if you didn't care about the shadows, you could do it.

Edited by demagogue

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted
hat's something you could hack in pretty easily, though, isn't it?

I mean like using invisible colored spotlights in front of it, hitting the ground to give the illusion of colored backlighting.

 

Exactly.

Posted

I imagine individual lights for each section of glass could be pretty resource hungry, unless I misunderstood.

SeaBass%20Hale.png
Posted

It would just be a single light. You can create your own light shaders, which are essentially textures that tell the light what colour/shape to be.

Posted

Here is how that would look in game:

 

post-144-1195168428_thumb.jpg

 

Please excuse the crappy example texture and the slightly misalignment :blush:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted (edited)

Yeah, for crappy (and funny) example :laugh:, that gives us a great idea of the cool potential for this right away. Excellent.

Edited by demagogue

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

 

Do you know whether it's possible to have the imaginary lightsource (e.g. the sun) not lighting straight into the window but from a different horizontal degree? This always bothered me in T3ED. It didn't seem to be possible. (And it always sucked to know, that your projected lighttextures are unrealistic) I made a quick sketch to illustrate what I mean here... :)

post-684-1195213795_thumb.jpg

Posted
IMO it should be able to project anywhere. You can specify where the light should fall. And yes, it is projected onto all surfaces, including AI and other objects.

 

Yes, thats true. But in praxis, it is quite hard to get the projected light "right", e.g.:

 

Imagine you have a light shining through the window, so you get a bright rectangle. Now you replace the window with some colored glass, and setup a fake light that matches the original light. Since you have to setup the fake light manually, it is really hard to set it up so it ends the same - you notice in my example, that the fake light isn't properly aligned and projects where it should.

 

It would be cool if you could just draw a rectangle on the floor and tell the editor to create a light that covers exactly this area...

 

However, in some case this is even good, as you can fake stuff - f.i. I have a moon light that "looks" correct, but actually shines from the wrong way on the floor - but the projection makes it looking correct. If the player can't spot the difference, well, there isn't anyone :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

It"s not hard to do this in Doom. Essentially you can use a texture and then paint it black and white, which will be the projection. I don't know if you can use colours as well, but apparently you can if Tels used this method.

Gerhard

Posted
It"s not hard to do this in Doom. Essentially you can use a texture and then paint it black and white, which will be the projection. I don't know if you can use colours as well, but apparently you can if Tels used this method.

 

Yep, that's how it is done. Creates really nice efffects, if you don't overdo it :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted (edited)
but actually shines from the wrong way on the floor - but the projection makes it looking correct. If the player can't spot the difference, well, there isn't any

 

Unless he or an AI walks over it, the shadow would face the wrong direction.

But even that probably won't be too noticeable.

Edited by demagogue

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

I'm trying to remember, but I think the ones in TDS were so limited (and crappy) because they were faked.

 

Yes, you can simulate parallel light from whereever in Doom3/TDM. You use a parallel light and drag the origin around where you want it to start. Windows can look correct, in other words. ;)

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