Dynamic lights in Quake 3
Posted: Fri May 06, 2011 12:02 pm
Well, sort of:
It's light emitting func_train entities actually. This should've been possible in vQ3 but isn't due to a bug in the client game code, which I've fixed in EntityPlus (at least, in the upcoming 0.5 release).
Unfortunately it's effect is an effect on top of the current lightmap. It looks like it's some multiplication blend func, don't really know the technical mumbo jumbo here. The point is that it can't be used to actually light areas, because a dark lightmap will not show much of an effect when a dynamic lighteffect is added to it. It's actually the same functionality used by rockets, quads and flags to give a glow around them.
It's certainly not entirely useless, some pretty neat things can be done with it that we haven't seen before in Quake 3. No idea why id Software never bothered to fix this problem.
It's light emitting func_train entities actually. This should've been possible in vQ3 but isn't due to a bug in the client game code, which I've fixed in EntityPlus (at least, in the upcoming 0.5 release).
Unfortunately it's effect is an effect on top of the current lightmap. It looks like it's some multiplication blend func, don't really know the technical mumbo jumbo here. The point is that it can't be used to actually light areas, because a dark lightmap will not show much of an effect when a dynamic lighteffect is added to it. It's actually the same functionality used by rockets, quads and flags to give a glow around them.
It's certainly not entirely useless, some pretty neat things can be done with it that we haven't seen before in Quake 3. No idea why id Software never bothered to fix this problem.