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-
- >Yes, it's very easy to add, but I'm not thinking about point lightsourcing -
- >just a single solar source which can even be precalculated on the level-loading
- >pass.
-
- > Well, perhaps I misunderstood you, but I think it would be possible to
- > use a 'Lightsource' Thing for BMW files, and to precalculate those Lightsources
- > during the loading... Am I wrong ? If it's possible, no doubt that it would be
- > more beautiful than those bloody flashing sectors that we can see in Doom
- > levels... :)
-
- Yes - this is slightly more complex than what I proposed above, but it's essentially
- the same as far as the engine is concerned. It's also very easy to do. The problem
- lies in user level-design, as it would be very hard to predict what effect a
- particular light is going to have on the scene. Remember that we can only light up
- entire wall / floor segments at a time, since this is not a Quake engine! :)
-
- In other words, by increasing the complexity of the lighting without increasing
- the detail level, you might end up with unusual results - simply down to the lack
- of surfaces. Simple rooms would just look silly, where complex ones would look great.
-
- By restricting lightsourcing to a single solar source, the results become more predictable
- and coherent - which tends to be more useful to a level designer.
-
- However, the ultimate test would be to try it out...
-
- > About the 'bloody flashing sectors', I saw that oftenly, when the
- >flashing sector is dark, it is darker than the non flashing sectors... It would
- >be cool to fix this, if you have time between your professional developments
- >(which will sure be _GREAT_ !).
-
- I know this looks silly just now, but I can't really fix it until I can find a list
- detailing what the different lighting-codes are supposed to do. The doom-spec docs
- are a bit 'thin' on this subject, and I have just done it simply for the moment.
-
- I will fix it later on when I get the relevant info - and we can then start adding
- custom lighting codes (coloured lights etc.) for later.
-
- > About Apex 3 : will it keep the Apex 2 animation tools ?
-
- Apex is being split in half to allow us to make it better. Keeping the Animator mixed
- up with the image processing & filtering stuff is causing all sorts of problems.
-
- What we are trying to do is to START with a new (non-Gem) window-based painting /
- filtering / processing program with all the Apex stuff (minus animation) built-in.
-
- This is mainly to satisfy users who complain that Apex v2's painting / processing abilities
- are currently too limited. It does sound like Apex is being cut back, but it's quite
- the opposite - it's already way ahead of Apex v2.
-
- Afterwards, we will either develop a new Animator, with a better balance of animation
- features, or we will build the animation into the painting system. Whichever way we do
- it, there will be a much better animator before too long. This is likely to mean a
- window-based Animator, with a flic in every window, and hundreds of 'pages' in each
- Flic. You can even have a different zoom level in each window, and play multiple flics
- simultaneously. This has a much greater scope than Apex v2.
-
- I hope that answers your question, but I also hope you can see that developing Apex v2
- any further would not allow the flexibility of this new route.
-
- Doug.
-
-