Light level of top surface of 3D floor

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Light level of top surface of 3D floor

Postby Eevee » Thu Dec 31, 2015 6:11 pm

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.)
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Re: Light level of top surface of 3D floor

Postby Gez » Thu Dec 31, 2015 6:24 pm

Eevee wrote:Don't know what you'd do for Hexen or Doom maps.

Meh, nothing.
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Re: Light level of top surface of 3D floor

Postby Eevee » Thu Dec 31, 2015 7:01 pm

I'm okay with that. :)
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Re: Light level of top surface of 3D floor

Postby Kappes Buur » Thu Dec 31, 2015 7:22 pm

Apply some judiously placed dynamic lights. :wink:
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Re: Light level of top surface of 3D floor

Postby Zanieon » Thu Dec 31, 2015 7:27 pm

Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.
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Re: Light level of top surface of 3D floor

Postby Kappes Buur » Thu Dec 31, 2015 7:50 pm

Zanieon wrote:Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.


Eh, nice one. Works well with transparent flat.

Spoiler:
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Re: Light level of top surface of 3D floor

Postby Eevee » Fri Jan 01, 2016 1:48 am

Zanieon wrote:Stack another 3D floor above this one with light level you want with 0 opacity having only one pixel of height.

That did occur to me, but seemed slightly... ridiculous. :)

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.
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Re: Light level of top surface of 3D floor

Postby Xaser » Sat Jan 28, 2017 11:06 pm

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.
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Re: Light level of top surface of 3D floor

Postby Graf Zahl » Sun Jan 29, 2017 3:24 am

No. Currently there is no other way to do it
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Re: Light level of top surface of 3D floor

Postby Zanieon » Sun Jan 29, 2017 11:18 am

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.
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