Title: Fixing Dlight flares? Post by: fromhell on December 08, 2009, 01:52:23 AM Quake3 engine had a feature in addition to flares, there were also dlight flares, similar to flares in Darkplaces. They're flares attached to *ANY* dynamic light. There's a few problems though:
- Any model using a dlight flare changing its own angle (grenade, rocket, muzzleflash) will screw up the origin of the flare - It doesn't fade with radius. - It has a fixed size, latched to r_flaresize. Putting that to the radius would make things awesome Title: Re: Fixing Dlight flares? Post by: Marble of Doom on December 08, 2009, 08:27:02 PM Is this something that can be implemented in oa? I'm interested on how it would look.
Title: Re: Fixing Dlight flares? Post by: fromhell on December 10, 2009, 12:28:14 AM Yes
The origin bug seems fixed. I added radius->flaresize in there, makes explosion flares fade away I don't have mingw installed yet so the testing is done on vanilla q3 source (http://leileilol.mancubus.net/crap/flaresfixed.jpg) Title: Re: Fixing Dlight flares? Post by: Marble of Doom on December 10, 2009, 07:21:37 PM Wow, that looks nice.
Title: Re: Fixing Dlight flares? Post by: befno on December 21, 2009, 01:48:44 PM It does look nice indeed. So how did you discover this dynamic light flare feature from the q3 engine? And how did you fix it? Just with code modifications?
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