True Darkness Zone

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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True Darkness Zone

Post by Diarmuid »

No scripts, no frills, 100% black, there you go:

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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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Komag
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Re: True Darkness Zone

Post by Komag »

That's so simply done!
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AmiDARK
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Re: True Darkness Zone

Post by AmiDARK »

Excellent idea :)
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Neikun
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Re: True Darkness Zone

Post by Neikun »

I think all the versions before this was using negative brightness. Very nice!
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LordYig
Posts: 175
Joined: Wed Jul 04, 2012 5:45 pm

Re: True Darkness Zone

Post by LordYig »

Nice idea.
I would have not think about using a light source for this !
flatline

Re: True Darkness Zone

Post 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!
chaoscommencer
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Re: True Darkness Zone

Post 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.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
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