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[Closed] DDF Styled Sector Lighting (IDEAS)

Sun, 25 Aug 2002 14:50:48

roy5050

I have an idea about how to convert DDF Sector<br>Lighting using colourmaps into vc styled lighting<br>using static light objects.<br><br>Create a function that will look at the ddf styled<br>lighting and convert it into a static lighted sector<br>of the same color. (The function will of course have<br>to parse the colourmap to determine what color of<br>light and/or lighting effect was intended.) This could<br>also parse ddf scripts and/or wad files for ddf scripted<br>fog effects 2.<br><br>Here's the Steps.<br><br>1.) Scan the DDF file for lighting effects<br>2.) Create a table linking a static light/effect<br>object to that sector type.<br>3.) Parse the colourmap<br>4.) Parse the wad<br>5.) Create .vc code to create the desired sfx.<br><br>NOTE: A simular method might work for extra floors and/or deep water effects.<br><br>PS<br><br> <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I know this is possible--it may take a lot of parseing thou--||--come on compilers parse code from verious languages into other language, and convert the most robust OO systems into strings of 1's & 0's , so by a 2 pass parser most of the effects could be converted, right! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 27 Aug 2002 02:24:46

Janis Legzdinsh

Actually OpenGL version of EDGE also needs this, so all I need to do is take this code.

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