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Author Topic: Fixing Dlight flares?  (Read 6585 times)
fromhell
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« 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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« 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
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« 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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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Marble of Doom
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Cakes 4
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« Reply #3 on: December 10, 2009, 07:21:37 pm »

Wow, that looks nice.
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befno
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« 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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