Light fade Ceiling/Floor.

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::Bloodfury::
Posts: 332
Joined: Mon Aug 01, 2011 7:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Light fade Ceiling/Floor.

Post by ::Bloodfury:: »

Okay, so, I didn't figure a good title for this topic.
But what is the easiest, fastest and simpliest way to achieve this following effect:

In a sector there would be a pit, very deeeeeeeeeep long chasm. (Or it can be a hole going straight up).
Idea is to make fading to (in this case) black, so that you cannot see the bottom. or the ceiling.

The way I have previously done this, I have used multiple non-solid 3d floors with translucency that lowers by each 3dfloor.

This just takes so much time, and I don't want to use the sector fade setting cause it doesen't look right.

suggestions? :)
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Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Re: Light fade Ceiling/Floor.

Post by Skippy »

Have you tried:

- [wiki]ExtraFloor_LightOnly[/wiki]? Admittedly this isn't that different from the 3D floors method.
- Using a GZDoom [wiki]Classes:PointLightSubtractive[/wiki]?
- Creating a custom texture that fades to black, or using [wiki]TEXTURES[/wiki] to render a gradient over a texture?

Just suggestions.
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::Bloodfury::
Posts: 332
Joined: Mon Aug 01, 2011 7:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Re: Light fade Ceiling/Floor.

Post by ::Bloodfury:: »

Okay, I shall give a try for each one. :)
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Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Re: Light fade Ceiling/Floor.

Post by Skippy »

Just FYI:
A point light takes four arguments:
1: Red value of the light
2: Green value of the light
3: Blue value of the light
4: Intensity value of the light
So setting args 1, 2, and 3 to 0 and a decent intensity should get you a good black hole. Remember this is GZDoom-only though.
User avatar
::Bloodfury::
Posts: 332
Joined: Mon Aug 01, 2011 7:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Re: Light fade Ceiling/Floor.

Post by ::Bloodfury:: »

Yeah. I work with GZdoom nearly with all my mods. :)
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