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I am currently in the process of converting an old mod of mine over from DooM Legacy over to GZDooM. For my teleporter pads I exploited a bug in Legacy's render engine to create shafts of light eminating from the pads ...
The bug is not present in GZDooM, so I can not use the same trick there.
Does anybody know how to reproduce the same effect in GZDooM? It really enhanced the look of my teleporters and I would like to keep the same look in the new version if I can.
Make a texture which consists purely of a colour gradient (between blue and black, in this case). Use it as a middle texture bordering the teleporter, and set the linedef to use additive blending for the middle texture.
Something good enough should be doable with translucent textures. They won't get lit by dynamic lights though so if the surrounding area is not bright enough you may have to use a light transfer special, maybe even transferring a light effect lke you can see at the starting pad of Z1M5 in KDiZD.
That could well work. Remember that translucent lines can be set to use additive blending (as has already been suggested) and this is likely to enhance the particular effect that you are looking for. Perhaps a combination of both could work.
I wonder if you could also augment the effect by setting a pale-blue fog on the teleporter's sector only? Of course it'd only really be visible at a distance, but with the proper application of a pale shade and a dim alpha setting, combined with the above additive translucency tip, you could create quite a neat effect.
I have got a reasonable facsimile of the original effect now, but it will require some adjustment before it looks right. The original version was much more subtle, so I will have to play with it.
I think I will need to make it an animated texture as well. The original effect in Legacy was a dynamic light shining on a transparent texture, and the light was attached to a Heretic item that bobbed up and down, making the light appear increase and decrease in intensity.