[GZDoom] Dynamic Lights

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Homernoid
Posts: 4
Joined: Thu Nov 02, 2017 7:15 am

[GZDoom] Dynamic Lights

Post by Homernoid »

Hi,

i would like to increase the amount of light of some of the doom items (especially Healthpotion, ArmorHelmet). I tried to change the values in the gldefs.txt in lights.pk3, but the changes dont seem to apply. Is this the wrong approach? What can I do?

Thanks in advance
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [GZDoom] Dynamic Lights

Post by Nevander »

Create a new PK3 file and inside that make a GLDEFS file. Find the lights for the items you want to change and change their values here, or alternatively create copies with new names and then also copy the object assignments but put on the new named versions you made. Load this file with or without lights.pk3 and they should work so long as your new file is loaded second.
Homernoid
Posts: 4
Joined: Thu Nov 02, 2017 7:15 am

Re: [GZDoom] Dynamic Lights

Post by Homernoid »

Thanks for your answer.

I tried both of your suggestions, but none of it works :(
It seems that my own "my_lights.pk3" is ignored. I got no dynamic lights at all, if I only load my_lights.pk3 even if it´s a complete copy of "lights.pk3".
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [GZDoom] Dynamic Lights

Post by Nevander »

Post your my_lights.pk3 so we can see, because it should work. Also check make sure dynamic lights are turned on in the options.
Homernoid
Posts: 4
Joined: Thu Nov 02, 2017 7:15 am

Re: [GZDoom] Dynamic Lights

Post by Homernoid »

Here´s the file, thanks for checking
Attachments
mein_lights.pk3
(523 Bytes) Downloaded 195 times
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [GZDoom] Dynamic Lights

Post by Nevander »

Try moving GLDEFS into the root and get rid of the filter folder.
Homernoid
Posts: 4
Joined: Thu Nov 02, 2017 7:15 am

Re: [GZDoom] Dynamic Lights

Post by Homernoid »

Nevander wrote:Try moving GLDEFS into the root and get rid of the filter folder.
It works, thank you so much! :D
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