GooberMan
Scripting Nut

Posts: 1096
Registered: 02-01 |
Gherkin said:
Im really wondering how you imagine drawing in 3D mode, thats interesting. My editor has 3D too, but you cant change a sector's shape or draw something new, for that theres still 2D mode.
I've had experience with drawing in 3D mode, the editor for the portal engine I wrote last year was an exclusive 3D editor. I'm thinking of building up on the basic concepts of that editor, but making the interface alot less hackish. The main problem is going to be subdividing sectors, I can't make it all static so I'm going to have to split on the fly (for any non-coders wondering why I'd need to subdivide sectors, I could just draw a floor/ceiling of a sector without subdivision but it would overlap any sectors contained within that one).
Grimm said:
Hey GooberMan, can you think about implementing the lighting feature I came up with in the thread, "Heh, idea"? Thanks!
I already had a similar idea in mind, and in fact I could have had light levels in that executable I uploaded (it would have only been an extra couple of lines of code). The method I experimented with last year was just changing the colour value of the poly's being rendered. They currently render at full white (0xFFFFFF, which equates to 255 for red, green, and blue, which would make it look correct for a sector with a light level of 255). Chaning it down to a sector with a light value of 191 would be simply using 0xBFBFBF for red green and blue. This of course allows for more flexibility than the Doom engine, so I'll probably just have to clamp it to the correct light values (multiples of 16, and I think ZDoom supports multiples of 8).
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