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True Darkness Zone

Posted: Sun Nov 25, 2012 8:45 am
by Diarmuid
No scripts, no frills, 100% black, there you go:

Code: Select all

defineObject{
name = "dark_square",
class = "LightSource",
lightPosition = vec(0, 1.4, 0),
lightRange = 2.6,
lightColor = vec(-1, -1, -1),
brightness = 200,
castShadow = false,
placement = "floor",
editorIcon = 88,
}
It's pitch black inside even with a torch or a light spell. There's some visual artifacts, but you can interpret them as a "magic blueish glow" effect as a bonus.

Screenshots:
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Re: True Darkness Zone

Posted: Sun Nov 25, 2012 12:40 pm
by Komag
That's so simply done!

Re: True Darkness Zone

Posted: Sun Nov 25, 2012 1:54 pm
by AmiDARK
Excellent idea :)

Re: True Darkness Zone

Posted: Sun Nov 25, 2012 1:56 pm
by Neikun
I think all the versions before this was using negative brightness. Very nice!

Re: True Darkness Zone

Posted: Sun Nov 25, 2012 2:04 pm
by LordYig
Nice idea.
I would have not think about using a light source for this !

Re: True Darkness Zone

Posted: Sun Nov 25, 2012 3:05 pm
by flatline
Yeah, used a similar thing for my curses, summoning a dark spot beneath them to make them stand out when cursed. It works really well!

Re: True Darkness Zone

Posted: Sun Jan 12, 2014 9:30 am
by chaoscommencer
This is cool! If only you couldn't see beyond it either, it would be as good as the darkness spell from D&D.