Ah, ok, I'll fix my map then :). Btw when is MLAB going to be uploaded into CVS (someone was working on it?). --- Mark Wedel < mwedel at sonic.net > wrote: > Mitch Obrian wrote: > > One thing about light not going through walls. > What if > > the lightsource is under the wall? (I use this to > > illuminate certain points in the underground area > of > > the Dark Elf lord's castle in MLAB). > > /me also uses darkness and likes the > > change-to-brightness at load.... so he dosn't have > to > > change the files :P > > > > Lighting looks great now, hope it goes into CVS > soon. > > Perhapse being able to set the light color next > > (default is white... unless you set color > (hexcode)? > > light sources under walls would certainly cause > problems. > > Checking for light propogation would probably > start checking for spaces away > from the light source. But if you have a case like: > > ----L---- > > (where L is the light source, and also the place > of a wall) - having light > propogate to north, south, northwest, etc, could > easily work fine. But the > problem is true east/west - space next would be > blocked, so light wouldn't go > there, so the wall itself wouldn't be properly lit. > > And this case may not be that uncommon, and thus > hard to handle. > > However, if light values increase, this is > probably something that would need > to be fixed, even if it does break some maps. That > is because if you do have > brighter light sources, they'd obviously go farther, > and that'd probably create > bad effects - imagine a player with a light source > two rooms away illuminating > where the player is. > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Do you Yahoo!? Make Yahoo! your home page http://www.yahoo.com/r/hs