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>> No.3632314 [View]
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3632314

Shader fuckery is slowly starting to pay off. Still need fine tuning for the directional shading, but there's a lot of circumstances and variables that work together so it's kind of hard.

Speaking of which, I think I can eventually shade the whole map dynamically (!!!) by having all the sectors individually tagged and each with a map spot bearing the same TID as the sectors Tag. This should allow me to get the Z level of each of these spots through ACS, thus making a heightmap of the entire level. with some help from more mathematically gifted people, it shouldn't then be too hard to change the light level of any sector depending on the height of it's neighbouring sectors and the angle of the sun.

That woul be kind of intensive to do in real-time while playing, but with zandronums database features one could pre-calculate it all for every level.

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