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Fixing Dlight flares?
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Topic: Fixing Dlight flares? (Read 3619 times)
fromhell
Administrator
GET A LIFE!
Cakes -1212
Posts: 13504
Fixing Dlight flares?
«
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
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everything that's not xonotic is pointless according to julius
Marble of Doom
Bigger member
Cakes 4
Posts: 151
Caketastic
Re: Fixing Dlight flares?
«
Reply #1 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.
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fromhell
Administrator
GET A LIFE!
Cakes -1212
Posts: 13504
Re: Fixing Dlight flares?
«
Reply #2 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
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everything that's not xonotic is pointless according to julius
Marble of Doom
Bigger member
Cakes 4
Posts: 151
Caketastic
Re: Fixing Dlight flares?
«
Reply #3 on:
December 10, 2009, 07:21:37 pm »
Wow, that looks nice.
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befno
Half-Nub
Cakes 0
Posts: 77
Re: Fixing Dlight flares?
«
Reply #4 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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