[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.4435593 [View]
File: 2.94 MB, 1280x720, c users helios desktop quakespasm quakespasm.exe 12.02.2017 - 12.09.52.18.webm [View same] [iqdb] [saucenao] [google]
4435593

>>4435183
So you can't do dynamic world shadows in Quake (at least without using an ugly port like Dorkplaces) because the light maps are baked in at compiling time: you can turn lights on and off but that's about it, where the shadows fall is where they fall. You can't fake 'em either like you can with per-sector lighting in Doom because there's no sectors and so no sector lighting, and hard edges on shadows would immediately give them away as fake compared to the standard blurred-edge shadows. As it turns out though you can kind of kludge 'em by making parts of the map itself attached to whatever thing you're "moving" and making the brush cast shadows on itself, but the only works in a very limited way in that you can't slide shit around visibly and have it look good, only 'teleport' it from one spot to another (which is really two separate entity groups).

Meh. Neat little party trick I guess but serves no real purpose as it requires carving out pieces of the goddamn walls, sealing the ensuing leaks, and making sure the player isn't looking when it happens or else they'll notice the wall-jitter for the couple frames where the brushes overlap even with a stupidly high movement speed like 9999.

Navigation
View posts[+24][+48][+96]