Home » MODDING HQ 1.13 » v1.13 Feature Requests » Brightmap support
Brightmap support[message #336957] Wed, 22 October 2014 02:13 Go to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
You know what would be fun? Having your dudes light up all fancy like as they fire their guns in the dark. BUAAHAHAHAAA!

http://i.imgur.com/womW5Qt.gif

The idea's ripped straight from Doom/ZDoom. Works there, should work in 1.13 too. Wink
(Separate brightmaps for weapons with flash hiders would of course score a nitpicking bonus.)

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Sergeant Major
Re: Brightmap support[message #336958] Wed, 22 October 2014 02:20 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Hmm. I guess one could code a part that says 'if we fire, light up the tile we stand on'. Knowing the lighting part of the code, this would however stay to long, so one would have to delete the light manually. Might lead to a little slowdown... would have to be tested first.

If anybody wants to test this: Look at the flashlight code. I added functions to attribute light sources to a specific merc and quickly turn them off.

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Captain

Re: Brightmap support[message #336960] Wed, 22 October 2014 02:46 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
Flash suppressors would really mean something then!

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Master Sergeant
Re: Brightmap support[message #336968] Wed, 22 October 2014 07:20 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
I was thinking something more like this.

First and foremost, the regular frame.
http://i.imgur.com/F759Swz.png

Then we add a masking layer which completely ignores any darkness effect.
http://i.imgur.com/Wq4iZGt.png

The regular frame retains its darkness while the mask goes bright. Could even have the regular frame go a bit darker for a more optimal effect.
http://i.imgur.com/2wldghP.png

From what I understand, this is how ZDoom does it. Looks really good with the right attention to detail. The final example may look a bit exaggerated but hopefully it also explains what I'm going for.

Don't know if our dear ol' engine can handle masking layers but it certainly is a nice dream.

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Sergeant Major
Re: Brightmap support[message #336989] Wed, 22 October 2014 19:37 Go to previous messageGo to next message
Gambigobilla

 
Messages:690
Registered:July 2008
While i would love to have this feature, it puts too much strain on our non-existent sprite makers.

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First Sergeant
Re: Brightmap support[message #337027] Thu, 23 October 2014 09:09 Go to previous message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Hell, I'd be willing and able to provide the masking layers for each firing frame. It's really very simple.

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Sergeant Major
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