![]() I've added a Settings option to turn window lights off completely, since it does add quite a few dynamic lights in some areas.Įnjay wrote:Looking nice and still performing well.Ī handful of oddities that I quickly spotted: Note that "window" lights are not only outside windows but any opening from an area of light to dark exceeding limits. This also has a more realistic effect on small vs. Since dynamic lights are now based on the area covered by the texture or window, this avoids a washed-out look on textures with interesting effects: Some areas work well with dynamic lights: There are still far too many areas of the game without any visible light at all, but then Doom is meant to be a horror game. a few color tweaks, notably making BROVINE brighter, affecting the start of E2M3, for example:.there was a bug in certain areas, such as the closet at the start of E1M4, that has been fixed.added an option to select one of two formulas for perceived brightness (converting RGB to luminance) note this only affects strength of dynamic lights added by Relighting.fixed a lot of little bugs related to dynamic light placement.Just posted v2.46b with the following changes: I have tweaked this calculation to be based on sidedef area, which makes more sense than just the width of a texture. Previous code was dealing with diluted color and so dynamic lights were much stronger. Working on cleaning up lights based on perceived brightness, sector light, etc with a more subtle effect. Much better since part of the issue is the top or middle (as well as window height) may not doesn't match width. In previous versions colors were incorrectly averaged, because I didn't check for null textures. I suspect this is a color definition more than a coding problem. I see that some of the colors are now more noticeable, as in the Exit on MAP01. While this version may add more dynamic lights they are placed logically depending on definitions. Previous versions averaged colors and stuck a dynamic light actor in the middle. I have added support for adding dynamic light actors to top, middle, and/or bottom textures. I suspect this would just break many maps, so I've chosen to disable fog while I ponder this. It's possible to find out which sectors have changed where when, but I'm not a fan of exception programming in this case. I've posted a small update (v2.43b) in which I've disabled fog. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2022
Categories |