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December 1st, 2004, 07:13 PM
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#1 |
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Join Date: Jul 2004
Posts: 639
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Flashlight?
Someone's asked about this before, but no one responded and I can't find the post anymore
. Anyway, what I'm asking is if it's possible to make a flashlight like thing, it doesn't even have to have a model or anything like that. I'm just asking if it's possible, and how if so, to make a dynamic light that's coordinates are those of the player.The reason I ask is, I'm trying to do what everyone else has said would be stupid and never work, and create a level in which the brightness of every sector is set to 0 and everything is dynamically lit. I've done some tests and it doesn't seem as impossible as people have said in the past. Tell me what you think, and how I might do this if it's possible. -Thanks
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December 2nd, 2004, 03:24 AM
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#2 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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That IS impossible since currently there is no way to attach a dynamic light to the (view) player object. Atm it is not possible to attach anything to that object, something that I'm hopeful Skyjake will address as it would offer many new options if dynamic lights/particle generators/models could be attached to the player view.
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December 2nd, 2004, 09:51 AM
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#3 |
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Join Date: Jun 2004
Location: Manchester, UK
Posts: 1,393
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What about in the ZooW mod where the first weapon has a big green dynamic light around it?
Also, if you know how to DED properly you can make a map with 0 brightness naturally lit with decoration DEDs; so all you need to do is put the texture on to make the room light
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December 2nd, 2004, 12:34 PM
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#4 |
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Join Date: Jul 2004
Posts: 639
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Yeah Harry, that's what I was thinking of. Perhaps Jimi will read this and mabye he can help me out. I was infact thinking of doing the level just like you said though Harry.
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December 4th, 2004, 08:37 PM
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#5 |
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Commander Keen
Join Date: Jul 2004
Posts: 73
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Why not let the player model spawn an invisable particle with a light source from x,y from the model.
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December 4th, 2004, 08:53 PM
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#6 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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In ZooW jimi has added new code to attach a light to player when using weapon x, not supported in jDoom.
Lights can't be attached to particles, they would have to be attached to an invisible thing but that wouldn't be the best sollution anyway. No doubt it is something we'll see at some point in the future. |
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December 4th, 2004, 10:12 PM
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#7 |
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Commander Keen
Join Date: Oct 2004
Location: in the doom hotel biatch
Posts: 242
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that would be so cool to have maybe skyjake will have it in hawthorn
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December 6th, 2004, 03:56 PM
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#8 | |
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Join Date: Feb 2004
Location: My lair
Posts: 702
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Quote:
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December 6th, 2004, 05:31 PM
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#9 |
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Join Date: Jul 2004
Posts: 639
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It looked pretty nice on E1M2, just there were a tad too many dark areas.
Screenshots: http://img9.org/p/?~doom1-ultimate-001.jpg http://img9.org/p/?~doom1-ultimate-006.jpg <- This one gives me an idea, could I set an action that creates light for the state that player is usually in? http://img9.org/p/?~doom1-ultimate-003.jpg It seems like it could work with more light things. Think so?
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cheesepie.org Last edited by primus1236; December 6th, 2004 at 06:00 PM. Reason: Pictures |
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December 6th, 2004, 07:46 PM
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#10 |
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Join Date: Feb 2004
Location: My lair
Posts: 702
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What? How did you darken all the sectors in that level?
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December 7th, 2004, 02:38 AM
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#11 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Like I said before it's not possible to attach a light to the view player because it doesn't exist in the game world.
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December 7th, 2004, 03:42 AM
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#12 | ||
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Join Date: Jul 2004
Posts: 639
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Quote:
Quote:
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December 7th, 2004, 11:32 AM
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#13 |
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Join Date: Feb 2004
Location: My lair
Posts: 702
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Oh I see, you modified the Doom.wad. I was hoping you found a way to set the brightness in all the levels automaticly.
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December 7th, 2004, 12:36 PM
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#14 |
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Join Date: Jul 2004
Posts: 639
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I think you should be able to do that with the MAP INFO part of a ded, if not that, I'm sure you should be able to write a cfg to change the options in the control panel. Have you looked into that?
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December 8th, 2004, 12:28 PM
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#15 |
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Commander Keen
Join Date: Aug 2004
Location: Tschechische republic
Posts: 284
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If yu don' like it mod it! Edit surce code to make it like in half-life..
EDIT:For the dynamic lights only levels ... this is even not hard to make , but you can recode jDoom to use args for things , because it will not be supported by map editors and etc. So you need to make some lights (and add no model to them , remmember that they must have fulbright sprite , this is really bothering , because non-fullbright sprites will NEVER do any light..) Well , you can“t change Z position in jDoom , unless bothering with even more lights .. Place light things in map .. remmember that you can make very various kind of lights (changing color , blinking .. etc) I have maked this (not used 0 light level thought) in jDoom dueling keeps conversion.. If you want more - lightmaps , args for light definitions you have to use Vavoom... Last edited by Jaquboss; December 8th, 2004 at 12:37 PM. |
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December 19th, 2004, 05:11 PM
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#16 | |
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Join Date: Jul 2004
Posts: 639
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December 29th, 2004, 02:59 PM
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#17 | |
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Join Date: Jul 2004
Posts: 639
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It (appearently) is possible! I'll have to read into this more.
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December 29th, 2004, 06:55 PM
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#18 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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I wrote that tutorial so the above can be done but it would be very difficult to make it behave like a flashlight, I don't know if it is possible but your welcome to try.
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December 29th, 2004, 07:30 PM
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#19 |
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Join Date: Jul 2004
Posts: 639
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So what state do I bind the light to? A_WeaponReady?
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December 30th, 2004, 10:14 AM
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#20 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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A_WeaponReady is an action, not a state. You would have to bind it to a weapon state such as SGUN but that would mean changing the behaviour of that weapon.
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