Bitmask exclude sectors from dynamic lights

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Re: Bitmask exclude sectors from dynamic lights

by Monsterovich » Tue Jan 12, 2016 11:06 am

So I'm not sure if this was ever addressed (I'm not around much), but a little over a year ago, there was a short discussion where Graf mentioned it might be possible to use bitmasking to exclude certain parts of a level from certain dynamic lights.
SHADOWS! Please.
Image

Oh, I forgot that gzdoom 2.0 is not working anymore.

Re: Bitmask exclude sectors from dynamic lights

by ibm5155 » Mon Jan 11, 2016 8:50 am

I hope Graf is touching this code so bad ;--;

Re: Bitmask exclude sectors from dynamic lights

by Jaxxoon R » Fri Jan 01, 2016 9:18 am

Zanieon wrote:you can die 7 times per single-player match,
What kind of cats you been livin' with? I hope you kept the receipt on those things, cuz that's about two lives too short.

Re: Bitmask exclude sectors from dynamic lights

by Caligari87 » Wed Dec 30, 2015 2:55 pm

The fact that Graf commented on this to make a joke about the cat instead of saying "No" gives me hope. And warm fuzzies inside. :wub:

8-)

Re: Bitmask exclude sectors from dynamic lights

by Mikk- » Wed Dec 30, 2015 1:21 pm

MBF helper cats

Re: Bitmask exclude sectors from dynamic lights

by Zanieon » Wed Dec 30, 2015 1:19 pm

Graf Zahl wrote:What?
You want me to implement a cat in ZDoom?
I'm afraid, that's not possible! :mrgreen::twisted:
Of course! Why not? A Cat in ZDoom would be very nice, you can die 7 times per single-player match, do high jumps, propel in walls to do parkour and things of the kind :D

Re: Bitmask exclude sectors from dynamic lights

by ibm5155 » Wed Dec 30, 2015 1:04 pm

Oh no, cat's eyes have failed, you human? D:

Re: Bitmask exclude sectors from dynamic lights

by Graf Zahl » Wed Dec 30, 2015 12:27 pm

Zanieon wrote:THIS! Please.
Image

What?
You want me to implement a cat in ZDoom?
I'm afraid, that's not possible! :mrgreen::twisted:

Re: Bitmask exclude sectors from dynamic lights

by ibm5155 » Wed Dec 30, 2015 12:03 pm

It could be nice too if the inverse could happen too, a floor/ceiling/wall can only be affected only by a single dynamic light

Re: Bitmask exclude sectors from dynamic lights

by Zanieon » Wed Dec 30, 2015 4:08 am

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THIS! Please.
Image

Bitmask exclude sectors from dynamic lights

by Caligari87 » Tue Dec 29, 2015 11:46 pm

So I'm not sure if this was ever addressed (I'm not around much), but a little over a year ago, there was a short discussion where Graf mentioned it might be possible to use bitmasking to exclude certain parts of a level from certain dynamic lights. Thread/post in question.
Graf Zahl wrote:How about adding a bitmask property to linedefs, sector planes and light things (both map placed and attached to other actors, so that lights get discarded if both bitmasks ANDed together are not 0? That'd give mappers some control over certain parts of the map that get excluded by certain dynamic lights
Since we're unlikely to get actual shadow-casting, this seems like a reasonable in-between at least for static level lights. Thoughts?

8-)

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