Clever-Boy / entityplus

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constant light on spawn points #125

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
would it be possible to add the following keys to the info_player_start entity?

1. light (light value that radiates from the player and follows him everywhere.)
2. color
3. style (light styles that can be applied to light entities.  adds flickering 
effects to the light. (the key "rbg" with the value of "waves" must be applied 
to worldspawn.))

The above would be useful in cave environments, there would be no light in the 
map besides the light coming from the player, making the illusion that the 
player is holding a torch.

Original issue reported on code.google.com by austinb...@gmail.com on 7 Sep 2011 at 9:16

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
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