Light Specials?

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Light Specials?

Postby Amuscaria » Tue Aug 11, 2009 12:26 pm

In Hexen format, there are 2 sets of light specials. Sector Type 1 and 21 are both called "Light phased", 2 and 22 are both "Light Sequence Start", both 3 and 23 are "Light Special 1", and finally both 4 and 24 are "Light Special 2". Whats the differences between specials 1,2,3,4 and 21,22,23,24?
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Re: Light Specials?

Postby Graf Zahl » Tue Aug 11, 2009 12:33 pm

21-24 are the ones for Doom map format. If something lists them for Hexen format that's wrong.
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Re: Light Specials?

Postby NeuralStunner » Tue Aug 11, 2009 12:39 pm

Ha, Graf, you jumped in while I was composing. Oh, well...

Looks like there's some mixup here. Where did you find thos definitions?

Specials 1-4 are pretty much correct:
HEXEN - ACS / Specifications wrote:The following numbers are used in the sector.type field (type of
sector):
1. Light_Phased
2. LightSequenceStart
3. LightSequenceSpecial1
4. LightSequenceSpecial2
These specials deal with phased lightning ("moving lights"). Two
different ways to go about doing phased lighting: automatic, or
by-hand.
The automatic method is (obviously) more convenient, but
the by-hand method is more flexible. Light_Phased is the by-hand
special. Place it on a sector, then set the sector's lightlevel to a
phase index (0-63). As you place the special on nearby sectors,
increment the index for each sector.
Or, to use the LightSequence specials, just place the LightSequence
special on a sector. Then, for each additional sector, alternate
between LightSequenceSpecial1 & LightSequenceSpecial2.
For instance, if you wanted phased lightning to flow up a staircase,
you could either place Light_Phased on each step, and change the
phase index (lightlevel) accordingly. Or, you could place
LightSequenceStart on the bottom step (and set that step's lightlevel
to something mid-ranged: 80-128 are pretty nice values), and then
let the game calculate the phase indices for each step by placing the
LightSequenceSpecial specials on all other steps.
Note that for the LightSequenceSpecial specials to have proper
lighting, set their lightlevels to zero, which causes it to use
the previous sector's lightlevel. Hence, that "nice value" which
was placed on the first step will iterate through all the other
steps. If a step's lightlevel is not zero, then that value will
filter down to all other steps after it.


21-24 are for floor movement, though:
HEXEN - ACS / Specifications wrote:21:Floor_LowerToLowest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Lowers floor to lowest adjacent sectors' floor.

22:Floor_LowerToNearest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Lowers floor to next lower adjacent sector's floor.

23:Floor_RaiseByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
height: relative height of move in pixels
Moves the floor of all sectors identified by 'tag'.

24:Floor_RaiseToHighest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Raises floor to highest adjacent sectors' floor.
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Re: Light Specials?

Postby Amuscaria » Tue Aug 11, 2009 1:51 pm

So they basically do the same thing. DB lists them twice for some reason.
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Re: Light Specials?

Postby NeuralStunner » Tue Aug 11, 2009 2:24 pm

Regardless of the format type you choose? Hmm, sounds like a bug then.
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