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by Rev_Heretic
Thu Jul 31, 2014 9:56 am
Forum: Editing (Archive)
Topic: Simple question about dynamic lighting
Replies: 39
Views: 2591

Re: Simple question about dynamic lighting

I'm willing to continue to live with not being able to dynamically light reflective flats if it means breaking compatibility or stunting progress. The bitmask idea, that has my support. I'd imagine the GUI to feature a check list of those dynamic light entities that mappers place in their maps for ...
by Rev_Heretic
Wed Jul 30, 2014 7:03 pm
Forum: Editing (Archive)
Topic: Simple question about dynamic lighting
Replies: 39
Views: 2591

Re: Simple question about dynamic lighting

If Graf fixes the renderer to allow reflective surfaces to receive dynamic lights, that will greatly ease compromises I have to make on aesthetics :) I'm interested in how he will implement this bitmask property and what this will allow us to do. I'm glad I inspired his idea :wink:
by Rev_Heretic
Wed Jul 30, 2014 5:14 pm
Forum: Editing (Archive)
Topic: Simple question about dynamic lighting
Replies: 39
Views: 2591

Re: Simple question about dynamic lighting

Would that give the same result as my example? If I understand you right, we'd still be using deliberate map geometry to occlude dynamic lighting, but using a flag and not this reflective floor exploit?
by Rev_Heretic
Wed Jul 30, 2014 4:27 pm
Forum: Editing (Archive)
Topic: Simple question about dynamic lighting
Replies: 39
Views: 2591

Re: Simple question about dynamic lighting

..... It corrects those undesired light bleeds while keeping me free to light the next room any way I please. For me, the only way to bypass those light bleeds is by moving the sectors apart by more then the lights radii. The reflective floor ignores the dynamic light, but it still exists and the ...
by Rev_Heretic
Wed Jul 30, 2014 7:41 am
Forum: Editing (Archive)
Topic: Simple question about dynamic lighting
Replies: 39
Views: 2591

Re: Simple question about dynamic lighting

Back to the original problem of this thread, I was looking for a solution to this too. To work around dynamic light 'bleeding' to the next room's floor and ceiling is to place a small sector in the neighbouring room that encloses the affected area and have an open script to tag that sector with ...

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