Many bug fixes and light optimizations for improved performance. Adds "bias lighting" to reduce sharp sector contrast used to simulate shadows.
Changelog:
0.6.0
10/2 - exclude small shadow generators
10/3 - fixed shadow alignment
10/5 - fixed light smoothing
10/6 - optimized add light functions
10/6 - added bias to dark sector lighting
Great work! The shadows are now aligned, and it works even with flashlight++, changing the angle of the shadows when you turn the flashlight on/off (e.g., the built-in flashlight of project brutality doesn't react to relite).
Thanks! An upcoming patch will add other flashlight mods. Only flashlight++ works at present.
Note shadows are also pitched and so react to crouching with a flashlight.
Didn't notice that one yet, looks great!
Lol ¿funciona con todos los mods? ¿o solo es para doom?
Any game running in GZDoom except for Strife. It works best with texture brightmaps.
Sorry, probably a noob question, but how do I activate the blurry shadows for Voxel Doom? I couldn't find anything in the options.
In the rl_assets folder is a readme.txt with instructions. This involves installing Python, a few Python dependencies, and running the rlassets.py script to create what is needed. It's pretty straightforward and very fast.
I haven't updated the readme recently, but if you run python rlassets.py from the command line you'll get the latest. It is now possible to create a pk3 of blurred sprites and change a copy of ReLite to match.
Once the blurred sprites and ZScript files are available ReLite uses those assets. Voxel Doom and other models based on sprite animations (this includes the sprites as well) will use the blurred assets for shadows.
Thank you! that was driving me nuts. Would it ever be possible to have it built into the mod, or is it a gzdoom limitation? Just curious.
Anyway, fantastic mod! Thanks for the hard work.
Thanks!!
ZScript can't create assets, a limitation I suppose. A problem with distributing them might be legality of distributing proprietary modified assets. I haven't checked into that.