by Talon1024 » Sat Jan 04, 2020 12:30 am
Mav3r1ck wrote:I've noticed something about the D64 colored lighting feature but I'm not sure if it's been discussed.
Say for example you make a parent sector and create a child sector inside and in the middle (64 x 64 for example) using Doom Builder 64 for Doom 64 Ex, and lower the child sector from the ceiling about 64 tics (to make it look like a cube) and you apply the multi-layeredcolors to the parent sector.
Now, if your do this in GZD, you'll notice that everything appears fine, but if you look at the lowered ceiling of the child sector you'll see that the multi-layered colors stretch the whole sector height. However, in Doom 64 if you attempt the same thing the result will be that if you look on the outside walls of the lowered ceiling (child sector) you'll notice that instead of the multi-layered colors stretching the whole sector height, it will only stretch from the bottom and top of the sidedefs (walls) of the lowered child sector. Now, in GZDB you can only replicate this effect by raising the parent sectors floor height to match the lowered child sector's ceiling height or vice versa.
To get a better idea (I tried to explain this the best way I can) of what I'm talking about. You will noticed this effect by going to Hectic in D64 Ex. After starting the level, go to the Yellow Key room with the arrow trap. As soon as you enter the room you'll notice one of the suspended panels above the door without a bottom. This is one of the many panels inside the room that fires the arrows after crossing the platforms linedefs when attempting to obtain the Yellow Key. Now if you notice, all the wall panels have applied multi-layered colors and glow instead of the one above the door. Now if you look closely you'll see that from the top of the square panel (64 x 64) to the bottom of the panel you'll notice that the lower and upper ceiling coloring is only being applied to the lower and upper parts of the panel height instead of the whole sector height like in GZD. You can also take notice of this effect in the level The Bleeding when you go outside the central start building and notice the cubed shaped child sectors outside the player start building.
You mean the light gradients are clamped to the height of the upper section of the sidedef? GZDoom allows clamping the gradient to the top of the sidedef.
Here is the relevant part of the GZDoom-specific UDMF info.
Also, the way Doom 64 renders walls behind skies (which are invisible) is different than how GZDoom renders walls behind skies, even if GLSector_NoSkyDraw is used as the sector special. For example, the wooden corpse hanger on the left in the first picture in
this thread would be half as tall in GZDoom.
Also, it seems like the Doom 64 lighting gradients on walls are broken in recent builds. They were working as of
this commit, however.
[quote="Mav3r1ck"]I've noticed something about the D64 colored lighting feature but I'm not sure if it's been discussed.
Say for example you make a parent sector and create a child sector inside and in the middle (64 x 64 for example) using Doom Builder 64 for Doom 64 Ex, and lower the child sector from the ceiling about 64 tics (to make it look like a cube) and you apply the multi-layeredcolors to the parent sector.
Now, if your do this in GZD, you'll notice that everything appears fine, but if you look at the lowered ceiling of the child sector you'll see that the multi-layered colors stretch the whole sector height. However, in Doom 64 if you attempt the same thing the result will be that if you look on the outside walls of the lowered ceiling (child sector) you'll notice that instead of the multi-layered colors stretching the whole sector height, it will only stretch from the bottom and top of the sidedefs (walls) of the lowered child sector. Now, in GZDB you can only replicate this effect by raising the parent sectors floor height to match the lowered child sector's ceiling height or vice versa.
To get a better idea (I tried to explain this the best way I can) of what I'm talking about. You will noticed this effect by going to Hectic in D64 Ex. After starting the level, go to the Yellow Key room with the arrow trap. As soon as you enter the room you'll notice one of the suspended panels above the door without a bottom. This is one of the many panels inside the room that fires the arrows after crossing the platforms linedefs when attempting to obtain the Yellow Key. Now if you notice, all the wall panels have applied multi-layered colors and glow instead of the one above the door. Now if you look closely you'll see that from the top of the square panel (64 x 64) to the bottom of the panel you'll notice that the lower and upper ceiling coloring is only being applied to the lower and upper parts of the panel height instead of the whole sector height like in GZD. You can also take notice of this effect in the level The Bleeding when you go outside the central start building and notice the cubed shaped child sectors outside the player start building.[/quote]
You mean the light gradients are clamped to the height of the upper section of the sidedef? GZDoom allows clamping the gradient to the top of the sidedef. [url=https://github.com/coelckers/gzdoom/blob/master/specs/udmf_zdoom.txt#L185]Here[/url] is the relevant part of the GZDoom-specific UDMF info.
Also, the way Doom 64 renders walls behind skies (which are invisible) is different than how GZDoom renders walls behind skies, even if GLSector_NoSkyDraw is used as the sector special. For example, the wooden corpse hanger on the left in the first picture in [url=https://www.doomworld.com/forum/topic/92919-is-doom-64-true-3d-in-terms-of-3d-structures/]this thread[/url] would be half as tall in GZDoom.
Also, it seems like the Doom 64 lighting gradients on walls are broken in recent builds. They were working as of [url=https://github.com/coelckers/gzdoom/commit/388d800b4]this commit[/url], however.