Thursday, May 7, 2009

MHColour 2009 Update 13

Unlucky for some, but not for me.

I think I've resolved the matter of light textures without fullbrights in a manner that seems satisfactory to me. Obviously it would require a full lighting and testing of every map ever made to ensure that there are no remaining aberrant cases, but (equally as obviously) that's not realistic. There are always going to be some freakish cases which a general-purpose doo-dah such as this cannot be properly applied to.

The one item which I've just remembered that I've neglected for a good time is sprite model loading. You may remember that I had mentioned before that light colours for torches are now derived from the actual texture of the model used, rather than being hard-coded in (to keep mods which insist on having blue torches happy). Well I need to do this for sprites also; ordinarily I wouldn't bother, but ID1 uses a sprite for one of it's lights, so it's a requirement.

For now though I'm taking another short break - the days when I used to work on this until unreasonable hours of the morning are well behind me. The program may take longer to arrive, but I get to keep my sanity and health - a fair trade, if you ask me.

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