Hell-Forged - Final Super-Secret Map Completed (P.391)

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Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)

Postby Amuscaria » Fri Nov 13, 2009 10:44 am

Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls. I would leave out the monster's bright maps since they are still subject to change between now and the finalized version (although you can do it if you wanted).

I would certainly credit anyone that would take up this task.

-Thanks in Advanced. :)
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby The Ultimate DooMer » Fri Nov 13, 2009 12:15 pm

The best way to start that IMO is make a note of all projectiles/scenery that are ripped from Doom/Heretic/Hexen and copy the corresponding entries from lights.pk3 (this includes any Doom actors that you've replaced with a cloned version using the "replaces" keyword). That should be enough to help understand the format, then you can look at the other projectiles/scenery. For flats/textures you might have to place the dynamic light things on them in the maps (point light, flicker light etc.) as I don't think you can add texture/flat entries to the light defs.

One way to achieve glowing textures is to create a few copies of a given graphic in XWE and use the colour remapper to alter the palette ranges used. Or use your favourite pic editor to brighten/darken each image accordingly.
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Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)

Postby Gez » Fri Nov 13, 2009 1:10 pm

Eriance wrote:Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls.

I had made a lot of them already a while ago.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby JustGabriel » Sat Nov 14, 2009 1:19 pm

When I tried to run DE an error ocurred
In the DE-Weap.wad
SCREENSEEKER is an unkown flag
:cry:
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby The Ultimate DooMer » Sat Nov 14, 2009 5:01 pm

Probably need to update to the latest svn release then.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Gez » Sat Nov 14, 2009 5:11 pm

JustGabriel wrote:When I tried to run DE an error ocurred
In the DE-Weap.wad
SCREENSEEKER is an unkown flag
:cry:

A little search would have answered your question: [wiki=Special%3ASearch&search=SCREENSEEKER+&fulltext=Search]SCREENSEEKER?[/wiki] shows that this is a flag that appearead in r1905.
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Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)

Postby Ghastly » Sat Nov 14, 2009 5:40 pm

Gez wrote:
Eriance wrote:Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls.

I had made a lot of them already a while ago.

And don't forget the lights Dreadopp and I wrote for the monsters that went on the Beastiary.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Amuscaria » Sat Nov 14, 2009 6:44 pm

So do dynamic lights need to be a single lump or can I load multiple lumps to get the same effect as a single large lumps?
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Ghastly » Sat Nov 14, 2009 8:35 pm

You can load multiple lumps, otherwise I'd have to copy/paste the DOOMDEFS lump from skulltag.pk3 a whole lot. :P
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Gez » Sun Nov 15, 2009 2:04 am

Eriance wrote:So do dynamic lights need to be a single lump or can I load multiple lumps to get the same effect as a single large lumps?

You can #include them like DECORATE lumps.
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Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)

Postby Tormentor667 » Sun Nov 15, 2009 5:20 pm

Eriance wrote:GLDEFs

Almost everything is already done in terms of monsters, check the Beastiary :)
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Doom_warrior » Sun Nov 22, 2009 2:16 pm

Eriance ------- you preview some screenshots of Episode 3 levels :?:
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Amuscaria » Sun Nov 22, 2009 5:14 pm

Doom_warrior wrote:Eriance ------- you preview some screenshots of Episode 3 levels :?:


Image
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby Remmirath » Sun Nov 22, 2009 5:19 pm

Maybe he either ignores posts or he doesn't understand a fuck of what we're trying to tell him.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)

Postby The_Funktasm » Sun Nov 22, 2009 6:47 pm

Morpheus wrote:Maybe he either ignores posts or he doesn't understand a fuck of what we're trying to tell him.


It's because of Doom_warrior
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