Idea For Static dynamic Lighting In Maps

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Re: Idea For Static dynamic Lighting In Maps

Postby Graf Zahl » Fri Nov 05, 2021 6:56 am

You need to rebuild nodes already when doing that so the answer would be 'no' anyway.
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Re: Idea For Static dynamic Lighting In Maps

Postby Nash » Fri Nov 05, 2021 7:01 am

Generally the lightmaps will remain validated as long as the map nodes don't get rebuilt. So texture changes, changing sector fog or lighting, even adding or deleting new items/monsters, is fine.

But anything involving geometrical changes (changing a floor or ceiling height, moving a vertex, adding new sectors) will invalidate the lightmap.
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Re: Idea For Static dynamic Lighting In Maps

Postby Steve5563 » Fri Nov 05, 2021 7:28 am

Nash wrote:Generally the lightmaps will remain validated as long as the map nodes don't get rebuilt. So texture changes, changing sector fog or lighting, even adding or deleting new items/monsters, is fine.

But anything involving geometrical changes (changing a floor or ceiling height, moving a vertex, adding new sectors) will invalidate the lightmap.

thanks nash,
that's what i was thinking as a 3d floor / 3d water sector only requires a tag from a separate sector outside of the map that can be placed before the light baking process.
i could just add the tag number to the sectors after the baking process is done and then save the map, as no geometry changes would be needed. :)
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Re: Idea For Static dynamic Lighting In Maps

Postby Graf Zahl » Fri Nov 05, 2021 9:05 am

Not really. Adding a 3D floor alters geometry, so your lightmap will not be correct anymore afterward.
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Re: Idea For Static dynamic Lighting In Maps

Postby Steve5563 » Fri Nov 05, 2021 11:20 am

Graf Zahl wrote:Not really. Adding a 3D floor alters geometry, so your lightmap will not be correct anymore afterward.

sorry for any confusion, ill explain it a little better.

with the test map built and before any light baking is to be done.
i would have a empty pond (hole in the ground) and then i would make a sector outside of the playable area of the map to be my 3d water sector that you can swim in with the water textures applied to it.
once this is done i can then set up the tag numbers for the sectors so the 3d water appears and plays correct.
once that stage is done i can then remove the 3d floor tag number so the 3d water disappears.
then i would let ZDray render the lightmaps to the level's geometry and after the lightmaps have been completed. i would then add that 3d sector floor tag number back in so the 3d water would appear again in the pond.

so no vertices on the map will be adjusted prior to and after baking the lighting. only a tag number

i know it wont look 100% correct but i was just checking to see if the 3d transparent water sectors can actually be added back into the level after the light baking stage by re-applying the tag number to the 3d sector.
by the sounds of what nash has described i can apply the 3d water as no map geometry / vertices will need to be altered as everything is setup prior to lightmap baking.
unless there is something else that i am missing as i don't know anything when it comes to how node building works. :)
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