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ace
August 6th, 2005, 02:08 PM
Is it possible, via tag or whatever, to make it so seperate sectors that flicker go off at the same time? I've tried several ways but each failed. I tried joining the sectors but then realized that considering they have different light values joining them would be no different than just not making the other sectors at all.

Here is the light in question:
http://img230.imageshack.us/img230/3803/doom00004fz.png

+Acyclitor+
August 6th, 2005, 02:15 PM
well, in ZDoom there is a "phased light special" in which adjecent sectors have types stringed together to create this effect. (tutorial on it here (http://zdoom.org/zdkb/zdoom9.html))

but other than that i have no idea, so if this map is supposed to be for vanilla Doom/2 or another port, you might be out of luck.

ace
August 6th, 2005, 02:25 PM
Luckily this is for ZDoom specific! I'll check that out.

Sigma
August 6th, 2005, 03:46 PM
Phased Lighting is quite different than the special(s) "Blink (Random)" and "Light Flickers Randomly." Are you attempting to use one of those two specials (I assume so) or a "Light Oscillates," "Blink (1Second Sync)" special?

ace
August 6th, 2005, 04:27 PM
Light flicker actually. I actually figured out reading it through that it wasn't what I was looking for... sorry I didn't say anything.

But on that note, does that mean there is no way to do this?

Sigma
August 7th, 2005, 10:13 PM
Not that I am aware of.

I've had a problem as a level designer with this as well in the past. Desiring a "Light Flickers Randomly" or "Blink (Random)" special to simulate failing lights. I believe, however, that is why both specials have the word "random" in them, because they do just that.

ace
August 10th, 2005, 10:40 AM
Sad, but true... there should definitely be a line special for "synced random lights" with a sector tag or something. :p

Oh well...

+Acyclitor+
August 10th, 2005, 12:49 PM
phased lighting won't give you a blink, more like a glow.

jetflock
August 13th, 2005, 06:53 AM
I don't know if this will help, especially because I am a legacy mapper with no zdoom experience, but i will try.
here is the deal:
sector A: lets say you want this to be light flickers random
sector B : lets say you want it light glows 1 sec
leave A and B normal sectors-retaining the light value needed for the effects to normally work.
tag A and B seperately.(say A is sector 1, tag it 1. say B is sector 2, tag it 2)
create two dummy sectors outside map (C and D)
tag a linedef of C to sector A-give it the same floor/height, light level + effect desired.(flickers random)
tag a linedef of D to sector B-give it the same floor/height, light level + effect desired.(glows 1 sec)
give C and D the same tag.(lets say it will be 3)
so, in theory, the sectors should have the light attributes in game. if you wanted them to shut off, lets say by a linedef switch somewhere in your level, you would just have to tag that linedef
to the dummy sectors (3) outside the map.
providing zdoom's boom effects work like legacy's.
lemme screw around and see if i can get this to work. as i said before, my ramblings are just theory for the moment.
EDIT: re-reading your post, i think i was confused at first. i think what you want is even easier to do, with a similar setup to what I wrote....

Ninja_of_DooM
August 13th, 2005, 07:02 AM
http://www.zdoom.org/zdkb/zdoom9.html

http://www.zdoom.org/zdkb/phasel.zip