Discussion of any other tricks for things doom "shouldn't" be able to do is also quite welcome.


Thank you. Both of my own two attemps are actually 3d models (the cone is in fact the first 3d model I ever made myself) and I'd found that UDK tutorial previously. The "hard edge" problem is what I was getting at - I've thought long and hard about ways to work around that. If it is indeed impossible I'll just have to deal with it.Nash wrote:The cheapest way: model them
The "don't do that, expensive SUPER SECRET way: linedef and/or 3D floor stacks
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(for the second way, you can texture the "ray" to make it look like however you want... "angle" can be achieved by individually offsetting the slices; finally fade the opacity out so each slice gets more transparent... GZDB allows you to increment values with one click)
IMO I'd go with just modeling them, a lot of early 2000s games got away with using meshes and clever texturing on the model and it looked convincing
EDIT: https://udn.epicgames.com/Three/Volumet ... orial.html old tutorial for UDK on modeled light shafts, this will give you ideas on how to model and texture them. Note that you won't be able to do anything about the clipping and hard edge problems with GZDoom because of the very limited renderer