Custom Shadows Hlrad Hack
hullu
Join Date: 2002-11-02 Member: 5289Members
<div class="IPBDescription">Changing color of light for some areas..</div> Well I did this hack year ago and it was going to be in MHLT 1.7.1 but it didn't get released. This hlrad hack allows you to change color of light before it hits wall by placing color changing BSP entity(s) between wall(s) and lightsource(s).
here's download link to new hlrad.exe:
<a href='http://hullu.xtragaming.com/mhlt/hlrad_fast_customshadowwithbounce.zip' target='_blank'>http://hullu.xtragaming.com/mhlt/hlrad_fas...wwithbounce.zip</a>
source:
<a href='http://hullu.xtragaming.com/mhlt/hlrad_fast_customshadowwithbounce_source.zip' target='_blank'>http://hullu.xtragaming.com/mhlt/hlrad_fas...unce_source.zip</a>
And here you can see what you can do with customshadows (example map sources included):
<a href='http://hullu.xtragaming.com/hlrad/' target='_blank'>http://hullu.xtragaming.com/hlrad/</a>
(multi0000.jpg: light is coming from celling, three bsp entities blocking out three main colors (r,g,b))
(window000?.jpg: multicolored window casting different color shadows)
here's download link to new hlrad.exe:
<a href='http://hullu.xtragaming.com/mhlt/hlrad_fast_customshadowwithbounce.zip' target='_blank'>http://hullu.xtragaming.com/mhlt/hlrad_fas...wwithbounce.zip</a>
source:
<a href='http://hullu.xtragaming.com/mhlt/hlrad_fast_customshadowwithbounce_source.zip' target='_blank'>http://hullu.xtragaming.com/mhlt/hlrad_fas...unce_source.zip</a>
And here you can see what you can do with customshadows (example map sources included):
<a href='http://hullu.xtragaming.com/hlrad/' target='_blank'>http://hullu.xtragaming.com/hlrad/</a>
(multi0000.jpg: light is coming from celling, three bsp entities blocking out three main colors (r,g,b))
(window000?.jpg: multicolored window casting different color shadows)
Comments
Makes it way more realistic imho.
It looks very nice and i hope to see a good use of this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I haven't looked at your source, but it seems like Merl had already placed some of your colored shadow code in what he made available to the public:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
#ifdef HLRAD_HULLU
// Check for colored transparency/custom shadows
VectorFill(d_transparency, 1.0);
b_transparency = false;
if (*(s = ValueForKey(ent, "zhlt_customshadow")))<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If there's additional functionality that's been added, I'll roll it into p13. Either way, it's a neat addition to the tools and you deserve the recognition <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That would certainly be fun to play with. Some nice lighting effects could be made with that.
That would be awesome but i think it would be quite CPU expensive. First it needs to find out the scale of the texture and stuff like alignement and then check if this is a blue spot and then send light through it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
/me like <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This latest version was going to be included in never released mhlt 1.7.1.
1.7 has old version of this, new version is 1000-10000 times faster than old code and has RGB bounce light.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This latest version was going to be included in never released mhlt 1.7.1.
1.7 has old version of this, new version is 1000-10000 times faster than old code and has RGB bounce light. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'll update p13 to the new version.
the window: each "shadow" needs a seperated brush, right? uhoh *thinks about maxnumber of entities*
now if you can get rad to let light go through those and the resulting light on the wall to be colored as the texture.... i'll be real impressed then
the window: each "shadow" needs a seperated brush, right? uhoh *thinks about maxnumber of entities* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
separate brush? no.
You can group brushes to one entity normally (multibrush blue glass that is one single entity making for example).