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- > First : GREAT CONGRATULATIONS to Dougie, who really made a very very
- > _VERY_ good work. He actually realized the neater thing I ever saw on my
- > birdie... :-)))))))) Thanks to you, for this NICE and fast engine, which seems
- > to be a deadly piece of code...
-
- It is stunning, isn't this. :)
-
- > Next : I'd like to ask a little question... I read that someone had
- > suggested that it could be fun to change the sky texture, depending on the
- > local clock. This is really good, but would it be possible to change the
- > direction the light come from, so that it could agree, with the sun and/or
- > moon location ?
-
- I dont think so (but I could be wrong). There are no 'shadows' in Doom (or
- Heretic/Hexen), just simply some sectors have different light levels than
- others. By clever use of the different light levels, it is possible to give
- the impression of shadows. However, they cannot move without changing the
- actual shapes of the sectors, which is pretty well impossible. (requires
- some tricky recalculation I believe)
-
- Calculating shadows is actually a very complex problem I think, and is not
- currently done by _any_ of the Doom style games, although Heretic and Hexen
- do have very cleverly defined sectors which gives the impression of shadows.
- (Doom1/2 do have some shadowy like bits, but they are not as effective as
- in the later games)
-
- > I agree, this is a detail, but I think it's really important
- > for the realism of outdoor scenes...
-
- Yes, I agree it would improve the realism, but I think it is pretty hard...
-
- > And perhaps we should think about some
- > kinda special cases : what about eclipses ? Perhaps we could do like this :
-
- An eclipse could easily be done by decreasing all of the sector light levels
- down really low. I dont know how effective this would look (this is what Doom
- does when the lights are switched off)
-
- > It would also be nice to be able to include some 'scenaristic effects'
- > in our BMW's : for example, 'IF every player is in FINAL ROOM THEN EFFECT 1',
- > where effect 1 is that every creature is stucked, and every human player screen
- > tracks a flying camera around the room, which would look like some kind of
- > 'external travelling view'. Interesting, when discovering a really huge enemy,
- > for example.
-
- I like this idea... :) And I don't think it would be that hard to implement either
- (but then I know very little about 3d stuff)
-
- > Some 'technical stuff' : it would be good to overrate the light, when
- > using a VGA display, because GFX are far less clear than with a RGB display.
-
- Less clear? I thought that VGA had a much cleaner crisper picture than RGB/TV.
- (or at least my sVGA gives me MUCH better picture quality than my TV. Does anyone
- know how difficult Gamma correction is? I guess its just a case of changing the
- PLAYPAL (for Doom WADs anyway)...
-
- I did find the light levels a bit too high on my sVGA in comparision to PC Doom2
- but perhaps that is just because the texture is a lighter colour than some...
-
- Anthony
-
-