Dunno if this has been suggested already, and I know that coloured sector lighting isn't to everyone's taste, but hear me out.
This would work in the same way as Transfer_Wall/Ceiling/FloorBrightness, but would refer to a sector's colourmap. This could be used to vastly improve how they look, giving scope for coloured spotlights, fake D64 effects, and so on.
I would certainly make use of it. Opinions?
Transfer_Wall/Ceiling/FloorColor
Moderator: GZDoom Developers
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49187
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Transfer_Wall/Ceiling/FloorColor
If the code wasn't such a total and utter mess to comprehend I would have added it long ago. So I'm sorry but this is something only Randy can do.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49187
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Transfer_Wall/Ceiling/FloorColor
Just to note, this is still on the want-to-have list, but first we need a clean state for the software renderer where it can be done without losing one's sanity over the global variable abuse in the old version.