Say I have a dark room, and I want to use a 3D floor to stick some bright lava at the bottom. How do I control the light level of the top outer surface of that floor?
The light level of the control sector only applies inside and below the floor. The light level of the real sector's floor only applies to its actual floor. The light levels of the control sector's floor and ceiling don't seem to affect anything at all.
Is this possible? If not, should it be possible? (Maybe apply the control sector's UDMF floor and ceiling lights to the outside of the rendered floor, so existing maps that use 0 won't change? Don't know what you'd do for Hexen or Doom maps.)
Light level of top surface of 3D floor
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
-
- Posts: 17933
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Light level of top surface of 3D floor
Meh, nothing.Eevee wrote:Don't know what you'd do for Hexen or Doom maps.
-
- Posts: 592
- Joined: Wed Jul 16, 2003 5:26 am
Re: Light level of top surface of 3D floor
I'm okay with that.
-
-
- Posts: 4147
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: Light level of top surface of 3D floor
Apply some judiously placed dynamic lights.
-
- Posts: 2059
- Joined: Tue Jan 13, 2009 4:13 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Somewhere in the future
Re: Light level of top surface of 3D floor
Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.
-
-
- Posts: 4147
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: Light level of top surface of 3D floor
Eh, nice one. Works well with transparent flat.Zanieon wrote:Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.
Spoiler:
-
- Posts: 592
- Joined: Wed Jul 16, 2003 5:26 am
Re: Light level of top surface of 3D floor
That did occur to me, but seemed slightly... ridiculous.Zanieon wrote:Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.
But on further reflection you might really want to set the real sector's floor independently in some cases, so I don't know how I would implement this. Hm.
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
Re: Light level of top surface of 3D floor
El Bumpo, but I just ran face-first into this. Anyone have any ideas that don't involve the extra 3D floor? That's being performance-kill-y.
-
- Lead GZDoom+Raze Developer
- Posts: 49179
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Light level of top surface of 3D floor
No. Currently there is no other way to do it
-
- Posts: 2059
- Joined: Tue Jan 13, 2009 4:13 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Somewhere in the future
Re: Light level of top surface of 3D floor
Well, the glow flag in GLDEFs works for 3D Floors no matter if opaque, transparent or additive, dunno if flat/ceil individual light properties in UDMF still can't do the same.