View Full Version : Dynamic lights
Harry
July 29th, 2004, 08:22 AM
Is it possible to put dynamic lights in your jdoom map without having to do all the complicated decoration definitions. or a way to blend the lights of your map because i dont like the hard edges of where different lights collide.
Can anyone help?
doominsanity
July 30th, 2004, 05:35 PM
There is no method getting around creating dynamic lights without manipulating the illumination DEF file. As a way to speed up the process, you could create a thing and attach a decoration to it or you could load spare copies of the textures that you want to give off light into a paint program and document the coordinates. Later, you could copy the coordinates into the DEF file.
:)
DaniJ
July 31st, 2004, 06:27 AM
The method doominsanity (btw happy bday *party*) posted is perhaps the most flexible atm.
or a way to blend the lights of your map because i dont like the hard edges of where different lights collide. Sorry I don't understand what you mean.
Chilvence
July 31st, 2004, 06:39 AM
I presume he's talking about the sector lighting. There is no way to avoid that other than either creating the gradients yourself with loads of sectors or lighting the level one flat brightness and just using dynamic lights to brighten it up. But since the lights are dynamic, they wont have any shadowing ala quake.
Wicked Anime Kid
July 31st, 2004, 06:58 AM
Here:
Thing {
ID = "GENLIGHT"; <---- Change to what you want
DoomEd number = 21003; <---- Give this an unique number
Spawn state = "DYNLIGHT1";
See state = "NULL";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state ="NULL";
Raise state = "NULL";
See sound = "None";
Attack sound = "None";
Pain sound = "None";
Death sound = "None";
Active sound = "None";
Reaction time = 8;
Spawn health = 1000;
Radius = 40;
Height = 8;
Mass = 100;
Flags = "mf_nogravity";
}
Sprite { ID = "VOIDA0"; } <---- Change this to the sprite you want it to have in (note that voida0 is not in the doom or doom2 wad files, you have to create your own transparent sprite)
State {
ID = "DYNLIGHT1"; <---- Must be the same as spawn stage
Sprite = "VOIDA0";
Frame = 32768; <----- Leave like this, do not touch unless you know what to do;)
Tics = 5;
Next state = "DYNLIGHT1"; <---- Must be the same as spawnstage
}
Light
{
State = "DYNLIGHT1"; <---- Must be the same as spawnstage
Flags = "lgf_nohalo";
X Offset = 0.0;
Y Offset = 0.0;
Size = 70.0; <---- The size of the lightmaps (use large sizes when using small lightmaps, small size when using large lightmaps)
Red = 1.0;
Green = 0.70;
Blue = 0.0;
Top map= "LIGHTM1"; <---- Create your own lightmap for this or use one from jdoom.wad
Bottom map= "LIGHTM1"; <---- Create your own lightmap for this or use one from jdoom.wad
Side map= "LIGHTM1"; <---- Create your own lightmap for this or use one from jdoom.wad
}
Harry
July 31st, 2004, 09:47 AM
Thx for that WAK, I'll try it out ASAP :D
I've tried it, but how do I make a sprite? i'll give it a go :)
EDIT: every tine i make a new sprite in ded doomsday just crashed on level entry :(
What am I missing out? well I think I am missing out quite alot because all I did was create a sprite in ded.
EDIT AGAIN: Yesss, I got it to work by making it replace the sprite "PUFF" :D
Harry
August 1st, 2004, 06:35 AM
Heh, look at this: http://img.photobucket.com/albums/v411/Harrydude/Lights.jpg
I eventually got it to work perfectly :D
Wicked Anime Kid
August 1st, 2004, 06:38 AM
But it is a frame rate killer;)
Check your pm box in 5 btw
(unless you've fixed that too:D)
Harry
August 1st, 2004, 06:50 AM
I've sent the reply ;)
doominsanity
August 9th, 2004, 05:18 PM
Is there a way to cause the skybox or the sky texture to give off light other than a sprite?. I tried to attach a light decoration to the texture flat, but it won't illuminate. I also tried to attach one to the sky texture itself.
DaniJ
August 9th, 2004, 05:39 PM
You can make the sky cast a plane glow (like the nukage) by adding FSKY1 to this string in Text.ded:
Text {
ID = "RENDER_GLOWFLATS";
Text = "LAVA1 LAVA2 LAVA3 LAVA4 NUKAGE1 NUKAGE2 NUKAGE3\_
FWATER1 FWATER2 FWATER3 FWATER4";
}
Also you can change the skycolour of your outdoor areas by adding eg Sky light color { 1.0 0.85 0.85 }; to your Map Info definition. Placing decor lights on a sky flat won't work.
doominsanity
August 9th, 2004, 06:58 PM
Thanks Danni!
vBulletin® v3.8.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.