Line type 190 - information.

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Enjay
 
 
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Line type 190 - information.

Post by Enjay »

OK, this is a line type I found out about a long time ago when converting a traditional ZDoom format level to a ZdoomHexen one. I noticed that line type 334, which can be used to set sector colours/fog in traditional format levels got converted to a type 190. I also noticed that arg2 always got set to 1.

I asked Randy about this when I first noticed it, and was informed that the 1 told Zdoom the line was being used to change lighting. Randy thought other values affected things like gravity, but couldn't remember the details at the time.

It's a line type I have used on and off ever since. It provides a nice quick way to set coloured lighting in a sector directly from the editor without bothering to script it.

Over on Doomworld, the subject of coloured lighting came up, and I mentioned the line type. Graf Zahl kindly looked into the source and dug out what the other values for arg2 do.

I'm presenting this information, because I don't think it features in the docs, and someone may find it useful.

Anyway, the line is essentially used to catch a few Boom/MBF style specials when converting a map using zwadconv, but there is nothing to stop you using it in an editor. One of the features (the sky one) cannot be done in quite the same way by any other means (I think) so it is a feature worth knowing about even if none of the others are of use to you.

Unlike other Zdoom line types that affect sector colour and so on, this line type is automatically activated on entering a level, so your lights or whatever will be set up as you enter the map. Yes, I know this can be done easily by scripting, but line type 190 just provides another option.

I have posted an example level on my tripod site. Note, there is no script in the level and aside from the doors, there is only one line type used - type 190.

Here's Randy's original log entry about the line.
randy wrote:December 25, 1998
- Added Static_Init special (190) to handle BOOM-like control linedefs for
setting sector properties (at the moment: color, fog, damage, and gravity)
at level load time.

And here's Graf Zahl's info, with additional stuff by me.

Line type 190 Static_Init

(tag, 0, -, -, -)

Sets gravity in tagged sectors to the length of the linedef (333 in Doom style maps)

This has been used in the first big room of the example map. Stand between the red arrows and jump to move on o the next area. A line of length 8 has been used to lower the gravity in that room.

(tag, 1, -, -, -)

Sets light or fog colour in a sector. Place a hex number on the upper sidedef of the line to represent the colour of the lighting required (RRGGBB). FF0000 (as used in the example) is red. Place a hex number on the lower sidedef of the line to represent the colour of the fog you want (AARRGGBB - where AA = alpha or "fogginess"). 80FF0000 (as used in the example) is a foggy red. (334 in Doom style maps)

(tag, 2, -, -, -):

Sets damage in tagged sectors to the length of the linedef (335 in Doom style maps)

This has been used in the example room with the hot looking floor (RROCK12). A line of length 16 has been used to set the damage.

(tag, 255, flip, -, -): Sets the upper texture of the line as the sky in tagged sectors
(These are the shockingly rarely used linedefs 271/272 from MBF!)

You still need to use F_SKY1 in the sector to see the sky. This feature allows as many skies in the level as you have textures. I don't think that is possible by any other means (MAPINFO allows the use of a second sky, and you can have multiple skybox cameras - but unlimited texture skies?)

The flip arg (arg3) can be set to 0 or 1.

If set to 0 the texture is drawn on the sky "the right way round". That is, it looks the way it would do on a normal wall. See the sky with the poison sign in the example.

However, Doom normally reverses (or flips) any texture used as a sky for some reason. If you want your sky to be flipped, set arg3 to 1. See the exit sign sky in the example.


Thanks to Graf Zahl for the info. Hope this is of use to someone.



You can find the example level at the bottom of my site on tripod/lycos.

http://members.tripod.co.uk/Enjay001/

BTW, I just noticed the fancy sky stuff doesn't work with ZdoomGL. :(

I'll mention that on the ZdoomGL forum.
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bimshwel
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Post by bimshwel »

I had wondered about 190. Not enough to seek out information, but enough to read that. Yesh, a while ago I tried to set the sky-changing thing in the zeth, but couldn't find a way to do it, and assumed zdoom was not capable. And yet, after converting a Mibbif sky-changing map, it worked just as it always did. Me noticed that zeth could not identify what the formerly 271 line was trying to do. And I could not figure out what the argument entries were getting at. So. Now I know. And knowing is half the battle.

However, a rare opportunity to pretend anyone in the world at all cares about my Doom observations, if the sky is over a certain height, it won't be displayed properly,and desirable results can only be found by using the m'pinfo image-reversing method. (i think it automatically repeats at 200, which is as much as MBF would need to show) Buah.
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