How do I make the floor below 3D floor bright?

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How do I make the floor below 3D floor bright?

Postby Amuscaria » Thu Aug 31, 2017 9:11 pm

When you make a 3D floor, the control sector sets the brightness for the areas below the 3D floor. I want to have bright lava under a 3D bridge, but don't want the bottom of the bridge to be fully bright. I tried using the "Set Floor Brightness" special but the 3D floor seems to override it. Is there another way (besides using Brightmaps or something). Or do I need to make a paper-thin 3D floor just above the lava?
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Re: How do I make the floor below 3D floor bright?

Postby phantombeta » Thu Aug 31, 2017 9:53 pm

Are you using UDMF?
If so, I believe you can set the floor/ceiling brightness on the sector directly. (In GZDoom Builder, you can do it in the "Edit Sector" window or with CTRL+Mouse wheel in Visual Mode IIRC)
Would that work for what you want?
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Re: How do I make the floor below 3D floor bright?

Postby Nevander » Thu Aug 31, 2017 11:42 pm

You can just make the control sector's floor have an absolute brightness.
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Re: How do I make the floor below 3D floor bright?

Postby Amuscaria » Fri Sep 01, 2017 1:09 pm

Oh right. I forgot I can convert my ZHexen formatted maps to UDMF now. I'll try that first. Thanks.
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Re: How do I make the floor below 3D floor bright?

Postby ReX » Fri Sep 01, 2017 6:56 pm

If I recall what Graf told me, using Hexen format does not allow you to set brightness in 3D sectors. UDMF, on the other hand, is probably a completely different situation.
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Re: How do I make the floor below 3D floor bright?

Postby Amuscaria » Sat Sep 02, 2017 10:38 am

Should I expect anything to break when converting between the formats? Like color sectors not working, switches, etc? Or would it be seemless?
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Re: How do I make the floor below 3D floor bright?

Postby Nevander » Sun Sep 03, 2017 7:05 pm

What few maps I converted from Hexen to UDMF seemed to be seamless. I can't think of anything that needed fixing, apart from getting rid of my script to set sector colors and instead just going through and setting them all directly.
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Re: How do I make the floor below 3D floor bright?

Postby Amuscaria » Wed Sep 06, 2017 9:07 am

Could I use the GLDefs Glowing Flats/Walls to achieve the same thing? I'm assuming that just makes the texture always full-bright? Like what "bright" does for sprites. Assuming that works and I do it that way, can I assume it won't work for QZdoom?
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Re: How do I make the floor below 3D floor bright?

Postby Nevander » Wed Sep 06, 2017 4:38 pm

Or brightmaps and a specific version for the underside of the 3D floor, although it would be less hassle to just go with UDMF. Honestly (and I do speak from experience) if you are using Hexen format you may as well be using UDMF.
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Re: How do I make the floor below 3D floor bright?

Postby Kappes Buur » Thu Sep 07, 2017 12:24 am

Another vote for UDMF.

Use multiple tags for the same sector

Spoiler:


10 is Sector Set 3D Floor
11 is Transfer Floor Brightness

Spoiler:
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Re: How do I make the floor below 3D floor bright?

Postby Amuscaria » Thu Sep 07, 2017 7:23 am

Kappes Buur wrote:Use multiple tags for the same sector
]


SORCERY!!
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