Relighting Doom v3.31b [Updated 4/8/22]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v2.9b - Update

Post by Hey Doomer »

I'm continuing to fix bugs, and most of this is looking very good. I've used the minimum light value on the menu as a threshold and not a limit to allow for truly dark areas in the game to preserve design integrity. The following is coming in v2.9b most likely in the next few days:
  • Spotlights as seen here in MAP01
  • Animated liquid glows as seen here in MAP02 (ain't that pretty?)
The spotlights are applied when a sector is 64x64 and snapped to the grid - nothing fancy - and so should be performance friendly. This doesn't happen often in the original game, but this is effective where it does. I don't expect to expand this to larger areas as it seems to be a specific need.

The animated liquid glows are defined in a new text lump (rl_liquids.txt) and add pulselight actors that bob up and down. This is remarkably effective and performance friendly. It's an annoyance that "glows" are static, and this solves that.

These are added in two new menu toggles, likely no other options for the release. Still testing. :D
User avatar
BerserkerNoir
Posts: 89
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Relighting Doom v2.9b - Update

Post by BerserkerNoir »

Hey Doomer wrote:I'm continuing to fix bugs, and most of this is looking very good. I've used the minimum light value on the menu as a threshold and not a limit to allow for truly dark areas in the game to preserve design integrity. The following is coming in v2.9b most likely in the next few days:
  • Spotlights as seen here in MAP01
  • Animated liquid glows as seen here in MAP02 (ain't that pretty?)
The spotlights are applied when a sector is 64x64 and snapped to the grid - nothing fancy - and so should be performance friendly. This doesn't happen often in the original game, but this is effective where it does. I don't expect to expand this to larger areas as it seems to be a specific need.

The animated liquid glows are defined in a new text lump (rl_liquids.txt) and add pulselight actors that bob up and down. This is remarkably effective and performance friendly. It's an annoyance that "glows" are static, and this solves that.

These are added in two new menu toggles, likely no other options for the release. Still testing. :D
I have Nothing but respect for you!
Those Screenshots look real nice! I can only imagine other areas with those effects.
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v2.9b - Update

Post by Hey Doomer »

BerserkerNoir wrote:
Hey Doomer wrote:I'm continuing to fix bugs, and most of this is looking very good. I've used the minimum light value on the menu as a threshold and not a limit to allow for truly dark areas in the game to preserve design integrity. The following is coming in v2.9b most likely in the next few days:
  • Spotlights as seen here in MAP01
  • Animated liquid glows as seen here in MAP02 (ain't that pretty?)
The spotlights are applied when a sector is 64x64 and snapped to the grid - nothing fancy - and so should be performance friendly. This doesn't happen often in the original game, but this is effective where it does. I don't expect to expand this to larger areas as it seems to be a specific need.

The animated liquid glows are defined in a new text lump (rl_liquids.txt) and add pulselight actors that bob up and down. This is remarkably effective and performance friendly. It's an annoyance that "glows" are static, and this solves that.

These are added in two new menu toggles, likely no other options for the release. Still testing. :D
I have Nothing but respect for you!
Those Screenshots look real nice! I can only imagine other areas with those effects.
Thanks!! I guess you have to click on MAP02 image (I do, anyway) in imgur to see the GIF animation in case people wonder what's so pretty :wink:
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Re: Relighting Doom v2.81b [Updated 3/8/22] - Hotfix

Post by hitmanx »

Oh thanks for saying that or I wouldn't have clicked on it again haha,

That's awesome! reminds me of the fake caustics of powerslave.

You are a wizard, never thought gzdoom could have this kind of lighting. I just know eventually once you hit the engine limits it's going to look so good.
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v2.9b - Release Soon!

Post by Hey Doomer »

Just adding some finishing touches such as animating sector glows (you may have to click the image to see the effect):

E2M3

It looks smooth in game (taking screenshots interrupted the animation) but you'll get the idea. This was done by designating a "controller" bright light actor to those sectors with glows, opening the possibility of other lighting effects in bright sectors. Easy really, although a matter of preference. Still pondering how to present any options for this in the menu, which is already confusing enough. I could add logic to add the effect depending on sector size, but that would break many areas, such as the lit stairs at the start of E1M2.

I've added and optimized accurate color averaging as described here, which makes a subtle but significant difference. Much of the time it's not noticeable, but when it is it improves lighting. I shied away from this at first for performance reasons, but with optimization there is little to no performance impact. Another easy win with a few lines of added code.

These changes have enabled me to eliminate a number of dynamic lights and definitions that were fudge. So I expect performance has improved in some areas.

Interestingly, there are some areas of exaggerated flickering not caused by Relighting, e.g. torches across the nukage pit at E4M1 start. I've made changes to use real time light as much as possible to preserve map design, although this case isn't one of them. So there are likely to be a few areas like that upon release. Ah well.

Still finding the light. 8-)
User avatar
kalensar
Posts: 491
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Relighting Doom v2.81b [Updated 3/8/22] - Hotfix

Post by kalensar »

I've really been enjoying this mod quite a bit. It adds a nice subtle flavor that I find refreshing. Can't wait to see the new updates.
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by Hey Doomer »

OK I've posted v2.9b. Many, many changes:
  • Rewrote the lighting code.
  • Rewrote the PLR code.
  • Rewrote the dynamic light code.
8-) You get the idea.

Sector lighting sucks, but I've tried to account for its quirks where possible as previously described. I've added extras such as dynamic glows, liquid lights, and other enhancements. I've fixed many bugs to the point where I think this is ready for a release.

I've described most of this in previous posts. There are a few problems. Notably the donut special where the chainsaw is in E1M3 doesn't eliminate the animated glow objects. I'm pondering this as the TexMan structure isn't available in that scope. But I have fixed numerous problems, such as the color of sectors completely enclosed on others (Exit sign sectors in E1M1 and others). I have added enhancements for PLR lighting that include a final adjustment to pupil dilation. I've removed many definitions and dynamic lights.

Rather than post screen shots, I suggest downloading and taking it for a spin.

I greatly appreciate the interest and support for this mod! Let me know what you think.
User avatar
kalensar
Posts: 491
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by kalensar »

The Crusher!


Screenshot from 2022-03-31 14-40-04.png
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v3.0b - Spinners

Post by Hey Doomer »

I'm experimenting with light spinners for v3.0b that are spinner light actors with a spotlight attached. Here's a demo gif. You may have to click the image to animate the gif.
User avatar
BerserkerNoir
Posts: 89
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by BerserkerNoir »

wow, this update and the upcoming stuff keep getting better and better!
The spinner looks really nice!
User avatar
DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by DrMoney »

BerserkerNoir wrote:wow, this update and the upcoming stuff keep getting better and better!
The spinner looks really nice!
Agreed, that spinner does look great. Thanks for all the hard work!
Anim8
Posts: 18
Joined: Sun Dec 26, 2021 11:58 pm

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by Anim8 »

Nice mod, looks visually impressive.

Some feedback;

v2.9b while darker overall(not a bad thing) did look noticeably improved vs v2.81b, from a quick play.
That spinner looks awesome as well.

Not sure if your planning compatibly with other mods but I noticed that v2.9b doesn't load when used with Walpurgis for example. v2.81b did work fine with Walpurgis though.
https://u.cubeupload.com/Anim8/ScreenshotDoom202204.png

---

Also I took some screenshots from GZDoom with Relighting+PlasticShaders(PBR)+morelights+Brightmaps vs that Ray Traced prboom+rt source port. Screenshots are not exactly in the same spot but close enough. Bloom was turned off in prboom+rt. Your mod performs far better and still looks just as good imo, even if its not as realistic.

Example 1:
https://u.cubeupload.com/Anim8/1GZDoom.png
https://u.cubeupload.com/Anim8/1RTX.png

Example 2:
https://u.cubeupload.com/Anim8/2GZDoom.png
https://u.cubeupload.com/Anim8/2RTX.png

Example 3:
https://u.cubeupload.com/Anim8/3GZDoom.png
https://u.cubeupload.com/Anim8/3RTX.png

Example 4:
https://u.cubeupload.com/Anim8/4GZDoom.png
https://u.cubeupload.com/Anim8/4RTX.png

Example 5:
https://u.cubeupload.com/Anim8/5GZDoom.png
https://u.cubeupload.com/Anim8/5RTX.png

Example 6:
https://u.cubeupload.com/Anim8/6GZDoom.png
https://u.cubeupload.com/Anim8/6RTX.png
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v3.0b - Shader tweaking

Post by Hey Doomer »

I have made allowances for the perceived brightness of red in several areas of Relighting, but it's still bothersome. I've made adjustments in the shader to slightly increase the luminosity of the red hues and a few other minor tweaks.

Before
After

A subtle effect to be sure that is more noticeable in game.
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by Hey Doomer »

Anim8 wrote:Nice mod, looks visually impressive.

Some feedback;

v2.9b while darker overall(not a bad thing) did look noticeably improved vs v2.81b, from a quick play.
That spinner looks awesome as well.

Not sure if your planning compatibly with other mods but I noticed that v2.9b doesn't load when used with Walpurgis for example. v2.81b did work fine with Walpurgis though.
https://u.cubeupload.com/Anim8/ScreenshotDoom202204.png

Also I took some screenshots from GZDoom with Relighting+PlasticShaders(PBR)+morelights+Brightmaps vs that Ray Traced prboom+rt source port. Screenshots are not exactly in the same spot but close enough. Bloom was turned off in prboom+rt. Your mod performs far better and still looks just as good imo, even if its not as realistic.
Thanks to all! I appreciate all the feedback!!

I posted a hotfix for the null pointer error. Hopefully that takes care of that.

What is the "Ray Traced" port? I'm not familiar. Interesting screenshots. Obviously Relighting has to deal with sector lighting. Dynamic lights help a little, but I haven't found a way around the all-or-nothing nature of sector lighting. The E1M1 tech room images are especially interesting, since that's a room without a lot of light. The allowance I made was from the source to the host area; small to large isn't as much light as the reverse. But there is no light per se from PLANET1 in Relighting, while this can clearly be seen in the "Ray Traced" screenshot. Fascinating.

Edit: checked it out. Cool mod! How is the performance?

Update: I'm unable to play this, since I have an AMD card. I did watch YouTube videos of this, and it looks interesting. It seems to me that this and Relighting are doing fundamentally different things; the RT port looks like a tech demo more than a universal mod. I'd like Relighting to work with everything and anything. 8-)
Last edited by Hey Doomer on Sat Apr 02, 2022 5:04 pm, edited 1 time in total.
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Relighting Doom v2.91b [Updated 3/31/22] - Hotfix

Post by SLON »

I ran into the problem "cannot be read from zero" or some similar (for some reason the screenshot was not saved) on one of the maps. This was not the case before.
Post Reply

Return to “Gameplay Mods”