by Cherno » Fri Jan 11, 2019 4:31 pm
Semi-necroing inbound
After experimenting with models and voxel-models in GZDoom (Alone in the Dark TC, Chibi Voxel Doom, §D Dot Game Heroes/Legend of Zelda TC, Lego Doom TC), I now have an idea of what I would want from a sunlight system which I would like to share so perhaps sometime it will be implemented. At least this way, the dev team knows one possible application.
Basically, we have the well-known situation of models being lit uniformly without a light source. This means that models that have no baked lighting textures (which is an art style I prefer) looks pretty bad in outdoor environments where you can't put some kind of light source everywhere. Even indoor environment that are supposed to be dark can be problematic for the same reason. Outsoor lighting can be "hacked" to a certain degree with angled spotlights with a very large intensity and radius. Far from ideal, but possible. Sine these ligths stop at one-sided sector lines, a global directional light for the dark indoor spaces mentioned before won't work in any case.
Which leaves me with what I would love to see: A directional light that only lights models, and does so throughout the whole map without any blocking by walls etc.
I fear that this is one of those features that only benefits a very small percentage of modders, but I wanted to state my idea anyway. Thank you!
Semi-necroing inbound :3:
After experimenting with models and voxel-models in GZDoom (Alone in the Dark TC, Chibi Voxel Doom, §D Dot Game Heroes/Legend of Zelda TC, Lego Doom TC), I now have an idea of what I would want from a sunlight system which I would like to share so perhaps sometime it will be implemented. At least this way, the dev team knows one possible application.
Basically, we have the well-known situation of models being lit uniformly without a light source. This means that models that have no baked lighting textures (which is an art style I prefer) looks pretty bad in outdoor environments where you can't put some kind of light source everywhere. Even indoor environment that are supposed to be dark can be problematic for the same reason. Outsoor lighting can be "hacked" to a certain degree with angled spotlights with a very large intensity and radius. Far from ideal, but possible. Sine these ligths stop at one-sided sector lines, a global directional light for the dark indoor spaces mentioned before won't work in any case.
Which leaves me with what I would love to see: A directional light that only lights models, and does so throughout the whole map without any blocking by walls etc.
I fear that this is one of those features that only benefits a very small percentage of modders, but I wanted to state my idea anyway. Thank you! :wub: