Intensity property for GLDEFS and A_AttachLights #3085
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Add "Intensity" property for dynamic lights in GLDEFS that will multiply the brightness of the light, useful for overbrightening/underbrightening a light.
Also add an "intensity" parameter for A_AttachLight in ZScript.
Note that for any kind of light overbrightening to do anything at all, one of the unclamped LightBlendModes in MAPINFO must be enabled.
Example files:
LightDefIntensityTest.zip
LightDefIntensityTest_3DWeapon.zip
One of the examples uses a 3D model weapon, the other does not. This is to demonstrate the lighting working on each situation.
Also demonstrated is a modified tech torch with the intensity intentionally cranked up via GLDEFS. And another modified red torch with its intensity dialed way down, again via GLDEFS.
Various Actors are placed in the map to demonstrate the effects of the intensity property working properly as far as Actor lighting is concerned.
Lastly, there is a flashlight created using A_AttachLight with an intentionally-cranked-up intensity value, again, to demonstrate the new feature.