I also implemented support for negative lights; they remove light from the scene instead of contributing more to it. To activate it, just set the half-submerged bit on any light SE ('C' in mapster) and it will become negative. The color components work as usual, except they're substracted from the scene.
I can think of several uses; a fully white negative light would just create darkness and could be used as a shading tool that's a little smoother than sector shading.

If you only keep one component (eg. a cyan negative light would remove green and blue, leaving only red), it can create a fluorescent kind of effect:


Or just for 'unreal' effects, evil-looking auras, etc:

Thanks Charlie for submitting the idea.

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