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Colored Lighting and Fog

 
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Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Nov 02, 2010 21:50    Post subject: Colored Lighting and Fog View user's profile Send private message Reply with quote

I have (I think) 2 simple requests that have not been mentioned yet: colored lighting and fog.

Firstly, in DF levels, like Condition Red, authors were able to do colored lighting by modifying the levels .PAL file. At least I believe it is the .PAL file... Anyway, I'd imagine being able to do "real" colored lighting would be a nice addition to the game.

Secondly, I believe it was also .PAL files that were responsible for fog like in Gromas Mines. It would be awesome if we could get some "actual" fog in the game. I'd imagine DirectX has someway of doing this.

It just seems to me that either of these features would be an easy addition and could add more ambiance to add-on levels.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Nov 03, 2010 00:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

I could have sworn he mentioned these features at some point or another.

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Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Nov 03, 2010 00:43    Post subject: View user's profile Send private message Reply with quote

He may have. I might have just missed it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 03, 2010 17:38    Post subject: View user's profile Send private message Send e-mail Reply with quote

Colored lighting is already in. You could easily create a "light" logic or attach lights to existing logics and place them through your levels. This is done through the existing scripting system, where the logics are coded ("corelogics.as"). I've already added lights to many items, here are some examples:




This has been in all the builds since 9.0 I believe. CoreLogics.as is just a text file, so anyone can go in and edit logics, add new logics, add dynamic lights to logics and so on. All the AI is found in that file as well. In the future, you'll be able to make your own version of that file, that will override functions in the original, so that you can change and add logics for your own mods. You could change how much health a health pack gives you, add a new type of powerup that restores both health and shields, write custom AI for a new enemy and so on.

As for real fog, it is a feature planned for the future.

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Nov 03, 2010 19:31    Post subject: View user's profile Send private message Reply with quote

I think the idea was about colored ambient light (or sector light). Like in the Playstation port of Doom (example).

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 03, 2010 21:55    Post subject: View user's profile Send private message Send e-mail Reply with quote

Gez wrote:
I think the idea was about colored ambient light (or sector light). Like in the Playstation port of Doom (example).

Oh, I see. Ok, that is possible down the road.

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Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Nov 04, 2010 03:00    Post subject: View user's profile Send private message Reply with quote

Quote:
I think the idea was about colored ambient light (or sector light). Like in the Playstation port of Doom.



Yes, thats what I meant. Should have been more specific.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 04, 2010 06:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Jimmy Chicken wrote:
Quote:
I think the idea was about colored ambient light (or sector light). Like in the Playstation port of Doom.



Yes, thats what I meant. Should have been more specific.

Though, I'd like to implement it more like in Doom 64 - where you can specify a color for the top of the sector and the bottom, allowing you to have nice smooth gradients. Of course, if you set both colors to the same value you can get the same effect as in Doom on the PSX.

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Nov 04, 2010 10:28    Post subject: View user's profile Send private message Reply with quote

Trivia: Doom 64 uses five different colors: one for the floor, one for the ceiling, one for things in the sector, and two for the walls, which fade into each other with a gradient effect. Then there's lots of complicated shenanigans to determine exactly how they fade, given the Doom system with three "levels" of walls (upper, middle, lower), because with irregular geometry, aligning the color gradients is even more complicated than aligning the textures. As an illustration, here's what I get with an experimental build of GZDoom with (very limited) Doom 64 support; compared to how it should look.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 04, 2010 17:18    Post subject: View user's profile Send private message Send e-mail Reply with quote

Gez wrote:
Trivia: Doom 64 uses five different colors: one for the floor, one for the ceiling, one for things in the sector, and two for the walls, which fade into each other with a gradient effect. Then there's lots of complicated shenanigans to determine exactly how they fade, given the Doom system with three "levels" of walls (upper, middle, lower), because with irregular geometry, aligning the color gradients is even more complicated than aligning the textures. As an illustration, here's what I get with an experimental build of GZDoom with (very limited) Doom 64 support; compared to how it should look.

I don't want to make things too complicated, which is why I planned on just doing two colors for the bottom height and top height. No alignment necessary. Might not be quite as flexible, but you can still get interesting effects without a lot of fuss.

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