I have this idea in my mind, and I wanted to talk to you abou this... I don't know if it's possible.
Can I "attach" a dynamic light exactly above an actor?.
The idea with this is to provide shadows to an actor that is a 3d model(Don't want to apply this to actors that are essentially sprites). And also to "remove" that ugly shadeless look that 3d models have when I port them to GZDoom
And speaking of lights... is it possible to regulate the intensity of that dynamic light, using the brightness of the sector in which the actor is located, as a parameter?.
Like I said... I just want to know if its possible.
Thank you
Dynamic lights above actors
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ramon.dexter
- Posts: 1562
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Re: Dynamic lights above actors
Yes, you can easily place lights above actors. But keep in mind this will not give you any shading on the actors. If you want to remove the flatness on the models, you actually need to use a shader, as gzdoom's light will nto shade models in any way.
The mentioned shader is called SimSun, it simulates direct lighting.
viewtopic.php?t=67183
And speaking of lights, no, sector lighting value has really nothing to do with light actors. You are mashing things together. The sector brightness is the brightness of the said sector. Not the brightness of some dynamic light...
The mentioned shader is called SimSun, it simulates direct lighting.
viewtopic.php?t=67183
And speaking of lights, no, sector lighting value has really nothing to do with light actors. You are mashing things together. The sector brightness is the brightness of the said sector. Not the brightness of some dynamic light...
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Okuni
- Posts: 16
- Joined: Sat Jul 22, 2023 12:14 pm
Re: Dynamic lights above actors
ramon.dexter wrote: Thu Mar 14, 2024 1:40 am Yes, you can easily place lights above actors. But keep in mind this will not give you any shading on the actors. If you want to remove the flatness on the models, you actually need to use a shader, as gzdoom's light will nto shade models in any way.
The mentioned shader is called SimSun, it simulates direct lighting.
viewtopic.php?t=67183
Yeah... I was afraid to stumble with that answer again. Guess that I don't have other choice but to use that shader as a starting point. And maybe I'll have to take a deep dive into shaders (which btw is quite intimidating yet attractive to learn)
Oh.... no no.... I think there has been a misunderstanding. My apologies!!. My goal with that question was to find a way to "capture" the value of the brightness in which the actor (this case the player) is located. And with that, to transform that value into something that the previously declared dynamic light can understand. (As far as I have read, the intensity of the dynamic lights goes from 0.0 to 1.0). The goal with that is to adjust the intensity of the light depending on the sector in which the player is located. Something similar happens with vanilla weapons. Once you enter a truly dark zone, you, as a player you can't even look at the weapon you're using. I want to tackle that issue with a dynamic light above the actor (in this case, the player).ramon.dexter wrote: Thu Mar 14, 2024 1:40 am And speaking of lights, no, sector lighting value has really nothing to do with light actors. You are mashing things together. The sector brightness is the brightness of the said sector. Not the brightness of some dynamic light...
So... I was wondering if at least "on paper" that idea is plausible. Just that.
Still, I appreciate that you took the time to explain to me the workarounds about dynamic lights, shaders and lighting of sectors.