UDMF - Allow Multiple Brightness Levels on a Sidedef

These are not rejected - but are not considered highly important right now.

Moderator: GZDoom Developers

Post Reply
User avatar
Dr. Van Nostrand
Posts: 11
Joined: Sun May 10, 2015 4:33 pm
Graphics Processor: nVidia with Vulkan support

UDMF - Allow Multiple Brightness Levels on a Sidedef

Post by Dr. Van Nostrand »

It'd be great to have the ability to set the brightness levels independently for the lower, mid & upper textures on a sidedef. It'd allow for fake shadow casting like this among other uses:

http://infosuite.duke4.net/index.php?page=ae_walls_b4
User avatar
Caligari87
Admin
Posts: 6174
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: UDMF - Allow Multiple Brightness Levels on a Sidedef

Post by Caligari87 »

While I agree an easier way would be nice, this can already be achieved with [wiki]ExtraFloor_LightOnly[/wiki].

8-)
User avatar
Dr. Van Nostrand
Posts: 11
Joined: Sun May 10, 2015 4:33 pm
Graphics Processor: nVidia with Vulkan support

Re: UDMF - Allow Multiple Brightness Levels on a Sidedef

Post by Dr. Van Nostrand »

Thanks, I didn't know about that!

I think I'll leave the feature request open though if that's ok... This seems like something that might be doable in the UDMF format that would be a lot easier. No hard feelings though if this isn't a priority.
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: UDMF - Allow Multiple Brightness Levels on a Sidedef

Post by NeuralStunner »

Caligari87 wrote:[wiki]ExtraFloor_LightOnly[/wiki]
This lights the entire destination sector, rather than One thing to keep in mind:
Note that this is implemented as a [wiki]Sector_Set3DFloor[/wiki] with invisible textures, so sector effects such as damaging specials are also transferred.
So this will have any other limitations/oddities associated with 3D floors.

Upper/Middle/Lower lighting would be simpler to set up and less weirdness-prone.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: UDMF - Allow Multiple Brightness Levels on a Sidedef

Post by Graf Zahl »

Tell that to the one who wrote the software renderer. :(
I once tried but the only thing where I succeeded was the texture offsets. This code is hopelessly littered with global variables which change in non-intuitive ways.
Post Reply

Return to “On Hold Suggestions”