How do I make the floor below 3D floor bright?
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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.
How do I make the floor below 3D floor bright?
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?
- phantombeta
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Re: How do I make the floor below 3D floor bright?
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?
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?
Re: How do I make the floor below 3D floor bright?
You can just make the control sector's floor have an absolute brightness.
Re: How do I make the floor below 3D floor bright?
Oh right. I forgot I can convert my ZHexen formatted maps to UDMF now. I'll try that first. Thanks.
Re: How do I make the floor below 3D floor bright?
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.
Re: How do I make the floor below 3D floor bright?
Should I expect anything to break when converting between the formats? Like color sectors not working, switches, etc? Or would it be seemless?
Re: How do I make the floor below 3D floor bright?
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.
Re: How do I make the floor below 3D floor bright?
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?
Re: How do I make the floor below 3D floor bright?
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.
- Kappes Buur
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Re: How do I make the floor below 3D floor bright?
Another vote for UDMF.
Use multiple tags for the same sector
11 is Transfer Floor Brightness
Use multiple tags for the same sector
Spoiler:10 is Sector Set 3D Floor
11 is Transfer Floor Brightness
Spoiler:
Re: How do I make the floor below 3D floor bright?
SORCERY!!Kappes Buur wrote: Use multiple tags for the same sector
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