Coronas in srb2cb

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You can not do real coronas, but you can at least give it the light it needs .
Shove your definitions under hw_main.c under "switch(spr->mobj->type)" on line 5372

Code:
case MT_YOUROBJECT:
		
HWR_DrawCorona(FIXED_TO_FLOAT(spr->mobj->x), FIXED_TO_FLOAT(spr->mobj->y),
FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1),
HWR_Lighting(0xYOURCOLOR, NORMALFOG or 0, false, true), 16.0f <--- Size); // 0xffffefff
break;

EDIT: it will appear in the map to whatever object you have made
 
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Can I also make the coronas brighten up by using linedef triggers, e.g. the player walks into a dark room that then suddenly light glows, illuminating the room.

Edit: ignore this quetion.
 
Can I also make the coronas brighten up by using linedef triggers, e.g. the player walks into a dark room that then suddenly light glows, illuminating the room.

Edit: ignore this quetion.

It is possible, you have to use a variable in the source instead of in the game itself though .
 
would this also work on an md2, for instance if I was to make a light bulb thing as a scenery but it also has a corona, would it work if the 3d objects option was enabled.
 
would this also work on an md2, for instance if I was to make a light bulb thing as a scenery but it also has a corona, would it work if the 3d objects option was enabled.

Corona's can't cast lights on an MD2, sorry :v
 
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