How to make lava [water]fall glow?

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

How to make lava [water]fall glow?

Postby Lagi » Mon Mar 22, 2021 2:27 am

How can I make lava waterfall glow in darkness?


Also,

I would like the light from floor lava to increase the lighting in the room a little, as you see on above picture banks of lava river are pitch dark, and tips how to do that? Dynamic lights attach?

in GLDEF
Code: Select allExpand view
Glow
{
   Flats
   {
      FLATHUH1
      FLATHUH2
      FLATHUH3
      FLATHUH4
      FLTLAVA1
      FLTLAVA2
      FLTLAVA3
      FLTLAVA4
   }
   Texture FLATHUH1, red, fullbright
   Texture FLATHUH2, red, fullbright
   Texture FLATHUH3, red, fullbright
   Texture FLATHUH4, red, fullbright
}
User avatar
Lagi
 
Joined: 23 Jun 2018
Location: Thou shalt alter thy beliefs with new evidence

Re: How to make lava [water]fall glow?

Postby TheSeventh » Mon Mar 22, 2021 6:00 pm

You may have better luck just using dynamic lights close to the waterfall with an orange color. You could also add some to the floor lava to add a bit more glow in the rest of the room too. I would try a few PointLights with and intensity set to 125% of the width of the linedef of the lavafall/floor lava a few units in front of it. Then for the lavafall you can just add a few more at higher z offsets to light up the whole lavafall.
TheSeventh
 
Joined: 24 Oct 2018
Location: +NOGRAVY

Re: How to make lava [water]fall glow?

Postby Apeirogon » Sun Mar 28, 2021 2:43 pm

Lagi wrote:I would like the light from floor lava to increase the lighting in the room a little, as you see on above picture banks of lava river are pitch dark, and tips how to do that? Dynamic lights attach?

In UDMF map format, in sectors properties, there are colors tab. There you can set various sector color properties, which would add a little color to the sector in form of lighting.
Alternatively, use a non solid 3d floor. Still require UDMF. Set it height to some value (so that it will fill target sector slightly) and then just set some color for a model sector to transfer its color to 3d floor.
User avatar
Apeirogon
I have a strange sense of humour
 
Joined: 12 Jun 2017

Re: How to make lava [water]fall glow?

Postby Lagi » Sun Mar 28, 2021 3:28 pm

thanks guys, but im not making a map.
User avatar
Lagi
 
Joined: 23 Jun 2018
Location: Thou shalt alter thy beliefs with new evidence

Re: How to make lava [water]fall glow?

Postby Officer D » Mon Mar 29, 2021 6:26 am

You can increase the glow height in the GLDEF

e.g.: Texture FLATHUH1, red, 192, fullbright

As for attaching dynamic lights to textures, maybe take a look at FANCY WORLD and see how it attaches actors to defined textures. It uses actors to play sounds but I imagine you could have them spawn light actors too.
User avatar
Officer D
 
Joined: 10 May 2019
Location: Germany
Discord: https://discord.gg/jr7yCvY
Twitch ID: www.twitch.tv/officer_d82
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: How to make lava [water]fall glow?

Postby Lagi » Mon Mar 29, 2021 11:01 am

Thanks Officer, that helps,

yes there is some code with wall proximity checking in zscript, i am completely depleted after work, maybe later :D thanks for hint

User avatar
Lagi
 
Joined: 23 Jun 2018
Location: Thou shalt alter thy beliefs with new evidence


Return to Scripting

Who is online

Users browsing this forum: No registered users and 0 guests