Making the muzzleflash visible in pitch darkness.

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Making the muzzleflash visible in pitch darkness.

Post by Ceeb »

I was playing Doom 64 earlier and I noticed that, when firing in pitch darkness, only the muzzle flash would appear. (IE, the blue flame on the muzzle of the chaingun). So, I went ahead and tried to make that effect for my Prototype Shotgun weapon. I took the firing sprite, trimmed it so only the fire on the end of the barrel remained, and put it back in with a new name. I then used that sprite for the gun's Flash state, and made only those bright, not the frames in the firing state. Well the whole gun was lit up. :lol:

So I removed bright from the flash state too, thinking that'd solve it. No dice, now the gun isn't lit up at all. :? Is this impossible to achieve without brightmaps? (Which my card should, but don't, support.)
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by DoomRater »

What was weird is that I was told this effect was achievable by using the flash states, although I've never seen it. And as a result I've treated the Flash states as nothing more than a set of redundant parallel frames that can run code in the background for me.
User avatar
Enjay
 
 
Posts: 26938
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by Enjay »

Are you using GZdoom with lights.pk3 loaded? If so, perhaps the dynamic light from the player is lighting up the sprite.

I *think* that without the flash state, the player flash sprite does not get used and, therefore, the dynamic light attached to that frame also does not get used, which would explain why removing the state made the weapon not light up.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: Making the muzzleflash visible in pitch darkness.

Post by phi108 »

In ZDoom, only the flash state sprite is bright, and the normal weapon frame is dark, but in GZDoom, if there is a bright flash sprite drawn over the weapon, the whole weapon image is brightened. I don't know if this is intentional, but I'd like to see the ZDoom behavior.
User avatar
Enjay
 
 
Posts: 26938
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by Enjay »

Is it definitely the whole sprite going bright itself or is it just being illuminted by the dynamic light generated by the player? (I can't check this ATM.)
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by DoomRater »

phi108 wrote:In ZDoom, only the flash state sprite is bright, and the normal weapon frame is dark,
You sure? I've attempted this in ZDoom and not gotten these results.

There is a reason this would be awesome- to draw HUD elements with the Flash states without lighting up the sprite.
User avatar
Enjay
 
 
Posts: 26938
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by Enjay »

DoomRater wrote:You sure? I've attempted this in ZDoom and not gotten these results.
It should work. It's always been that way since doom.exe If the flash is bright and the weapon is not, it will look something like this:

Image

However, there does seem to be a problem in GZdoom. As Phi108 said, the whole weapon is drawn bright with or without dynamic lights:

Dynamic lights
Image

No dynamic lights
Image

[edit] Reported in case it's a bug http://forum.drdteam.org/viewtopic.php?p=34630 [/edit]
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by DoomRater »

Well, perhaps I use GZDoom too often or was using a really old ZDoom. I tested in ZDoom just a second ago and it worked fine. Now to see GZdoom fix it...
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: Making the muzzleflash visible in pitch darkness.

Post by Ceeb »

Well, huh. My mod is for GZDoom only (I need the dynamic lighting and 3D floors) so I guess I'll just have to deal with it.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Making the muzzleflash visible in pitch darkness.

Post by DoomRater »

Graf confirmed it's a bug and is surprised it still exists.
Locked

Return to “Editing (Archive)”