On 2005-09-22, Raymond Martineau <bk039@[EMAIL PROTECTED]
> wrote:
> On Wed, 21 Sep 2005 17:02:35 +0000 (UTC), Andre Majorel
><sales@[EMAIL PROTECTED]
> wrote:
>
>>On 2005-09-21, Raymond Martineau <bk039@[EMAIL PROTECTED]
> wrote:
>>> [Removed can.sun-stroke from crossposts.]
>>>
>>> On Tue, 20 Sep 2005 19:06:59 GMT, Jon Dowland <jon@[EMAIL PROTECTED]
> wrote:
>>>
>>>>Although neither appear to have realistic lighting in terms of
>>>>gameplay, merely in terms of appearance. For example, it is possible
>>>>in doom (which I believe this group is still about, rather than doom3)
>>>>to make monsters unable to attack a player in a dark region.
>>>
>>> Actually, this is a sector-by-sector method, not a lighting issue. If
>>> you wanted to suddenly add light to an area, there's nothing you can
>>> do short of tweaking the source.
>>
>>Sector ? Don't you mean blockmap block ?
>
> Sector is correct - although this is handled in the REJECT lump.
>
> Blockmap, as you know, is used for collision detection with the world
map,
> not for LOS. (There's also an internal blockmap that uses object
> collision.)
If I ever knew that, I had forgotten about it. :-) Thanks.
--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: gux@[EMAIL PROTECTED]
ofoceg@[EMAIL PROTECTED]
)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.


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