Open GoogleCodeExporter opened 9 years ago
[deleted comment]
It could be possible to have a dlight (dynamic light) follow the player.
However, there are some limitations that will probably throw dirt in your face.
The most important limitation is that dlights in id Tech 3 are not additive but
a projected texture on top of the existing lightmap. What this means is that
when a brush has a dark lightmap (there is little light being cast on the
brush) then the dlight will have almost no influence on that brush. If a brush
has a bright lightmap, then the dlight will have a very notable influence on
that brush (it will make it brighter, not darker). So the idea of having a cave
that's entirely dark and only lit by a moving light source is unfortunately not
possible in id Tech 3. Try [http://en.wikipedia.org/wiki/Doom_3 id Tech 4]
instead ;-)
The second problem with dlights is that they look pretty nasty when cast on
vertical surfaces. Just shoot a rocket alongside a wall and notice how the full
height of the wall appears to light up.
Last problem, light styles are not a feature of the version of id Tech 3 used
in Quake 3 Arena. This was added later on for games like Jedi Knight 2.
As for the idea on a dark cave, maybe an alternative is to use a pretty thick
black fog. This limits the viewing distance of the player and probably is the
best approximation of darkness you'll get. A bit like ydnar's foghull example:
http://shaderlab.com/mapcenter/q3map/foghull_01.jpg
Original comment by era...@gmail.com
on 8 Sep 2011 at 9:14
Original issue reported on code.google.com by
austinb...@gmail.com
on 7 Sep 2011 at 9:16