Danukem, on 14 May 2025 - 12:19 PM, said:
The approach Marcos described doesn't sound very useful. It depends on the user using specific graphics settings (which you as the modder *cannot control*) and even then it doesn't really give you the ability to see anything. It just puts a white transparent circle in front of stuff, which might look alright in some contexts but it doesn't serve the actual function of a flashlight.
I guess if I had to make a polymost flashlight I would spawn the circle onto the actual surface (can't tell from the description whether Marcos was just putting it on the hud), could take advantage of sloped sprites and additive blending nowadays, too. But then I would also change the visibility in the sector it spawns in and the player's sector so it actually, you know, allows you to see better. But keep in mind you have to use it in maps that show it off to good effect. Since visibility is sector based, big and oddly shaped sectors will result in bad, unrealistic lighting. Even then its still going to be shitty compared with a polymer light because the improved visibility will be just as good in the area outside the light circle as inside (because sector based).
Thank you for your answer. It helps me a lot to understand how it could or could not be achieved. The issue with Polymer : I don't want to release my TC in the future with the obligation for players to use POLYMER rendering just because I add a flashlight function, useful only in a few room of the main campaign and the last part of the secret level. I already check you flare script in dukeplus. And it needs Polymer too. Maybe I could use a flare tile floor-aligned and transparent "stick to the player". Except if there's a way to include a polymer-like dynamic light (I doubt) in polymost as this is two different renders.