Ion Fury mapping - LightFX explained

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How to use LightFX

Duke3D has a basic implementation of lights in the game that works by applying sort of light sources to the game world and automatically handle diminishing light from there. This works rather well on simpler geometries but it falls apart if you want better control over shading, palettes and any overlapping light source (i.e. additive light from two lamps).

LightFX initially started from it's basic functionality of being able to go on/off as seen, later on mappers wanted it to flicker. Later on mappers wanted to get better control on which surface it would not affect and then mappers... well, you get the idea :)

"Flicker mode" in hindsight should have been it's own sprite as it essentially is able to automatically toggle a channel based on a timer or randomly with a cut-off timing value. But you can generally think that it has very little to do with providing light itself, it's just an automatic toggler of things.


0:00 - Intro: How lighting and "shade" works in build
2:25 - Our first lightfx sprite
5:06 - Attributes: Shade steps to adjust (faster animations)
6:34 - Attributes: Delay per cycle (slower animations)
8:12 - Flags: yvel 1-2-4 / Various "Skip surfaces"
9:06 - Flags: yvel 8 / Apply PAL even if PAL is zero (Normal PAL light source)
10:15 - Flags: yvel 32 / OFF state applies palette changing after animation
11:38 - Rest of the flags
13:04 - Flicker controller and how to use it
21:37 - Cycling light examples that go on