It'd be great to have the ability to set the brightness levels independently for the lower, mid & upper textures on a sidedef. It'd allow for fake shadow casting like this among other uses:
http://infosuite.duke4.net/index.php?page=ae_walls_b4
UDMF - Allow Multiple Brightness Levels on a Sidedef
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Re: UDMF - Allow Multiple Brightness Levels on a Sidedef
While I agree an easier way would be nice, this can already be achieved with [wiki]ExtraFloor_LightOnly[/wiki].
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Re: UDMF - Allow Multiple Brightness Levels on a Sidedef
Thanks, I didn't know about that!
I think I'll leave the feature request open though if that's ok... This seems like something that might be doable in the UDMF format that would be a lot easier. No hard feelings though if this isn't a priority.
I think I'll leave the feature request open though if that's ok... This seems like something that might be doable in the UDMF format that would be a lot easier. No hard feelings though if this isn't a priority.
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Re: UDMF - Allow Multiple Brightness Levels on a Sidedef
This lights the entire destination sector, rather than One thing to keep in mind:Caligari87 wrote:[wiki]ExtraFloor_LightOnly[/wiki]
So this will have any other limitations/oddities associated with 3D floors.Note that this is implemented as a [wiki]Sector_Set3DFloor[/wiki] with invisible textures, so sector effects such as damaging specials are also transferred.
Upper/Middle/Lower lighting would be simpler to set up and less weirdness-prone.
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Re: UDMF - Allow Multiple Brightness Levels on a Sidedef
Tell that to the one who wrote the software renderer.
I once tried but the only thing where I succeeded was the texture offsets. This code is hopelessly littered with global variables which change in non-intuitive ways.
I once tried but the only thing where I succeeded was the texture offsets. This code is hopelessly littered with global variables which change in non-intuitive ways.