Page 1 of 1
Player capable of get a flashlight in a room.
Posted: Thu Jul 16, 2015 9:53 pm
by hnesto986532
I think that in a room, there would be a flashlight that to same, the battery runs out.
Re: Player capable of get a flashlight in a room.
Posted: Thu Jul 16, 2015 10:19 pm
by CLgaming
-
Mod edit: Rude.
Re: Player capable of get a flashlight in a room.
Posted: Thu Jul 16, 2015 10:21 pm
by slender1200
hnesto986532 wrote:I think that in a room, there would be a flashlight that to same, the battery runs out.
CL is gonna fuck you with a rake. But seriously, stop spamming, you post like 10 times a day. Also, Reg (And everyone ever) said that their will never be a flashlight
Plz stap
Re: Player capable of get a flashlight in a room.
Posted: Thu Jul 16, 2015 11:34 pm
by Astray488
Blitz3D doesn't support dynamic lighting?..
Can you even make a realistic fire in B3D?
Re: Player capable of get a flashlight in a room.
Posted: Fri Jul 17, 2015 12:04 am
by juanjp600
There's a way to implement a working flashlight with Blitz3D, by rendering the diffuse and lightmaps on separate textures, blending a sprite with the lighting, and drawing the final result on the screen. I don't think it's worth the effort though, since it wouldn't look really good.
There might be a better way to do it but it wouldn't be worth implementing on a DirectX 7 engine.
Re: Player capable of get a flashlight in a room.
Posted: Fri Jul 17, 2015 12:15 am
by slender1200
juanjpro wrote:There's a way to implement a working flashlight with Blitz3D, by rendering the diffuse and lightmaps on separate textures, blending a sprite with the lighting, and drawing the final result on the screen. I don't think it's worth the effort though, since it wouldn't look really good.
There might be a better way to do it but it wouldn't be worth implementing on a DirectX 7 engine.
There is actually a WAY easier way, with no coding what-so-ever. Just paste a picture of a FPS flashlight on the bottom corner of the overlay in the texture files, and put a smaller white circle in the middle (Like a flashlight overlay) put black around it. Bam....it will not look good, but close.
Re: Player capable of get a flashlight in a room.
Posted: Tue Jul 21, 2015 8:05 pm
by AgentParadox
juanjpro wrote:There's a way to implement a working flashlight with Blitz3D, by rendering the diffuse and lightmaps on separate textures, blending a sprite with the lighting, and drawing the final result on the screen. I don't think it's worth the effort though, since it wouldn't look really good.
There might be a better way to do it but it wouldn't be worth implementing on a DirectX 7 engine.
Yeah, and personally I like the Super Night Vision Goggles better, since it can also show you the location of nearby SCPs, so I'm not too sure I'd like a flashlight.
Re: Player capable of get a flashlight in a room.
Posted: Fri Jul 24, 2015 6:14 pm
by Agent Kulu
I thought Reg said that a flashlight would kill the ambiance
Or at least someone said that
Re: Player capable of get a flashlight in a room.
Posted: Mon Jul 27, 2015 6:29 pm
by PXLSHN
Actually I made a FlashLight effect in B3D for my game, here are two screenshots (to show how it's working).
I made it as following:
- I positioned a sprite with the flashlight-overlay-texture at the picked wall, where the player looks
- The sprite will be scaled after how far the player is away from the wall (to get the illusion that a light would bright it up)
- The Alpha value of the sprite depends on the distance (by the EntityAutoFade command, also for the illusion of the light)
- The sprite has the FX-flags "Fullbright", "Alpha" and "Disable Fog" (to bright the scene up)
- The EntityOrder of the sprite is -1 (it can also be smaller than -1, so it can't clip through walls)
- The SpriteViewMode is set to face the sprite always to the camera (in order to draw the sprite in the direction to the player rather than attaching it to the surface)
Of course it's not 100% looking good, but it's better than just drawing the flashlight-overlay-texture onto the screen.