For practice I tried to use it in a project I started where I created a software-friendly brightmaps alternative for sprites, spawning the brightmap as a separate actor with A_SpawnItemEx and placing it right on top of the base sprite with no offsets. It looks pretty good:
Realizing this actor, who will eventually be the player (I have him set as an ExplosiveBarrel replacement just to see him in third person and test stuff out) is going to be moving around a lot I tried to use A_Warp to keep the brightmap on the base actor, but then after shooting the actor to slide it a short distance away, I notice the brightmap stays in place:
Here's my code:
Code: Select all
// Kyrdan knight actor (Simple actor replacement test)
actor KyrdanKnight : ExplosiveBarrel replaces ExplosiveBarrel
{
Radius 20
Height 56
Scale 0.3
States
{
Spawn:
KYRD A 0
TNT1 A 0 A_SpawnItemEx("KyrGlowmap", 0, 0, 0) // Spawn the brightmap
KYRD A -1
Stop
}
}
// The eye glow (software-friendly brightmap!)
Actor KyrGlowmap
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+NOTONAUTOMAP
renderstyle Add
Scale 0.3 // It was off before because I forgot to set the scale here
States
{
Spawn:
KGLW A -1 Bright
TNT1 A 0 A_Warp(AAPTR_MASTER, 0, 0, 0)
Stop
}
}
While I wait for replies I can separate this knight into separate actors for the head, body, arms and legs and start a new PK3 that does this.