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non circular dynamic lights
Posted: Sun Nov 10, 2013 3:01 am
by katZune
the tittle say all, is there any way to make dynamic lights like an square?
Example:
it ends like a circule
RE: non circular dynamic lights
Posted: Sun Nov 10, 2013 3:17 am
by Ænima
Replace these:
Found inside Zandronum.pk3. Create your own versions with the same lump names and put them in your PK3 (in a folder named "glstuff") and they should overwrite the default ones.
RE: non circular dynamic lights
Posted: Sun Nov 10, 2013 3:20 am
by agaures
I am not sure if i am correct about this or not, so don't trust what i say.
In the Zandronum.pk3 there is a directory called 'glstuff'. In there are some images used for..... gl stuff, like mirrors and dynamic lights. 3 of these images are named gllight, glpart and glpart2. As you can see, the highlights are all circular. Edit the images so they are square.
Do this all in a separate .pk3. Do not rewrite Zandronum.pk3.
Edit:
Damn you Aenima!
Edit2:
On what Aenima said, Only replace gllight, glpart and glpart2. The picture named mirror is not for dynamic lights.
RE: non circular dynamic lights
Posted: Sun Nov 10, 2013 4:48 am
by katZune
interesting, but sadly looks like is going to modify all, but i will see what i can do, thanks to both :D
RE: non circular dynamic lights
Posted: Wed Nov 13, 2013 3:52 pm
by Lollipop
Or you could place the light differently, the light behaves like a light would naturally, and if you want to have a square, you need to place it longer back from he entrance, try and see what works best.
EDIT: never mind, did some testing myself and found out that in doom, light travel through walls for some reason :\
RE: non circular dynamic lights
Posted: Thu Nov 14, 2013 6:35 am
by Tux
Lollipop wrote:
Or you could place the light differently, the light behaves like a light would naturally, and if you want to have a square, you need to place it longer back from he entrance, try and see what works best.
EDIT: never mind, did some testing myself and found out that in doom, light travel through walls for some reason :\
modify light clipping in gl options