Relighting v4.0165b - blurry shadows w/ rlassets
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Please read the full rules for more details.
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.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
The game crashes on launch with this mod whether I have other mods installed or not
OS: Windows 10 (NT 10.0) Build 19045
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding F:/Games/id Software/ZDL-3.2.2.2-stable/gzdoom.pk3, 668 lumps
adding F:/Games/id Software/ZDL-3.2.2.2-stable/game_support.pk3, 2514 lumps
adding ./Iwads/DOOM2.WAD, 2919 lumps
adding F:/Games/id Software/ZDL-3.2.2.2-stable/game_widescreen_gfx.pk3, 214 lumps
adding doom new mods/relighting v4.0165b.pk3, 34 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 3950 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 3600 6-Core Processor
Family 23 (23), Model 113, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "relighting v4.0165b.pk3:zscript/actors/hd_light.zs" line 109:
Unknown function PitchTo
Execution could not continue.
1 errors while parsing DECORATE scripts
OS: Windows 10 (NT 10.0) Build 19045
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding F:/Games/id Software/ZDL-3.2.2.2-stable/gzdoom.pk3, 668 lumps
adding F:/Games/id Software/ZDL-3.2.2.2-stable/game_support.pk3, 2514 lumps
adding ./Iwads/DOOM2.WAD, 2919 lumps
adding F:/Games/id Software/ZDL-3.2.2.2-stable/game_widescreen_gfx.pk3, 214 lumps
adding doom new mods/relighting v4.0165b.pk3, 34 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 3950 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 3600 6-Core Processor
Family 23 (23), Model 113, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "relighting v4.0165b.pk3:zscript/actors/hd_light.zs" line 109:
Unknown function PitchTo
Execution could not continue.
1 errors while parsing DECORATE scripts
Last edited by MrChuckles on Wed Sep 20, 2023 2:03 pm, edited 1 time in total.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
are you using up to date GZDoom?
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
I have tried it with 4.10.0 and 4.8.2 and get the same results
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
Try development builds published here https://devbuilds.drdteam.org/gzdoom/MrChuckles wrote: ↑Fri Sep 22, 2023 5:01 pm I have tried it with 4.10.0 and 4.8.2 and get the same results
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
Is there any optimal settings to use with this? Shadows seem super funky to me. I wanna pair this with dark doom to give maps just that little more flair but I just cant seem to get the shadows to not look horrible or do weird things.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
PitchTo() is available in 4.10+MrChuckles wrote: ↑Fri Sep 22, 2023 5:01 pm I have tried it with 4.10.0 and 4.8.2 and get the same results
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
If you mean sprite shadows, they are FLATSPRITE actors and hang over edges, go through walls, etc. They can't be clipped, don't bend, etc. I've mitigated some of this with my fork of this mod, ReLite. They do, however, work independently of DarkDoomZ. They even work with the DarkDoomZ flashlight.thedeathrunner123 wrote: ↑Sat Sep 23, 2023 5:27 am Is there any optimal settings to use with this? Shadows seem super funky to me. I wanna pair this with dark doom to give maps just that little more flair but I just cant seem to get the shadows to not look horrible or do weird things.
There are a few things that can be done. Under Shadow Options Settings you can change shadow distance, shadow scale (how big they are), floor and wall shadow alpha settings (you can make wall shadows darker, for example). You can also define the size of sprites that are able to cast shadows. There are presets for more or less shadow that may give you some ideas.
Are you using blurred assets? Sprites are hard-edged, and this fast Python utility creates duplicates of sprites with a Gaussian blur applied that makes shadows look blurry. This helps a lot in those areas where they overhang a corner or edge. If you're not familiar with Python this can be intimidating, but it just takes installing a few items, running the program, and copying the assets.
This has been improved with ReLite and now can create a separate pk3, update the mod source, etc. I've attached the revised Python script.
You do not have the required permissions to view the files attached to this post.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
At some point, this mod seems to have developed a glitch with the beginning of Hexen. I don't know which version of it used to work (I played with it some time ago, and I lost my old mods/wads folder), but playing JUST with GZDoom 4.10.0 and relighting 4.0165b, there are some strange full-dark areas on Hexen where I think you used to at least be able to see dim textures.
https://imgur.com/a/wcVgCsb
https://imgur.com/a/wcVgCsb
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
What level is that? The very beginning?DarkkOne wrote: ↑Sun Oct 01, 2023 4:18 am At some point, this mod seems to have developed a glitch with the beginning of Hexen. I don't know which version of it used to work (I played with it some time ago, and I lost my old mods/wads folder), but playing JUST with GZDoom 4.10.0 and relighting 4.0165b, there are some strange full-dark areas on Hexen where I think you used to at least be able to see dim textures.
https://imgur.com/a/wcVgCsb
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
Yeah, the opening level. Go into the building, smash the stained glass in the alcove on the left, go down the stairs, and absolute pitch black surfaces.Hey Doomer_ wrote: ↑Sun Oct 01, 2023 7:03 amWhat level is that? The very beginning?DarkkOne wrote: ↑Sun Oct 01, 2023 4:18 am At some point, this mod seems to have developed a glitch with the beginning of Hexen. I don't know which version of it used to work (I played with it some time ago, and I lost my old mods/wads folder), but playing JUST with GZDoom 4.10.0 and relighting 4.0165b, there are some strange full-dark areas on Hexen where I think you used to at least be able to see dim textures.
https://imgur.com/a/wcVgCsb
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
DarkkOne wrote: ↑Sun Oct 01, 2023 10:46 amYeah, the opening level. Go into the building, smash the stained glass in the alcove on the left, go down the stairs, and absolute pitch black surfaces.Hey Doomer_ wrote: ↑Sun Oct 01, 2023 7:03 amWhat level is that? The very beginning?DarkkOne wrote: ↑Sun Oct 01, 2023 4:18 am At some point, this mod seems to have developed a glitch with the beginning of Hexen. I don't know which version of it used to work (I played with it some time ago, and I lost my old mods/wads folder), but playing JUST with GZDoom 4.10.0 and relighting 4.0165b, there are some strange full-dark areas on Hexen where I think you used to at least be able to see dim textures.
https://imgur.com/a/wcVgCsb
Bottom of stairs - looks ok using 4.10 with "Dark" sector mode for me. Default Relighting Settings.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
I've actually been getting something similar with Doom levels every once in awhile. I was playing the Maps of Chaos Overkill set, and the first secret on E1M1 (behind where the green armor is, outside) was just pitch black even though it was outside.
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
Well, I've now updated to 4.11.0 which doesn't even have "Dark" as an option anymore. Only Vanilla, Classic, and Software. I'm pretty sure I was using Vanilla in 4.10.0. So is the issue that it doesn't work with other sector light modes? (And, if so, might be worth changing now that they're removed.)Hey Doomer_ wrote: ↑Sun Oct 01, 2023 12:01 pm
Bottom of stairs - looks ok using 4.10 with "Dark" sector mode for me. Default Relighting Settings.
(Throwing in Flashlight++, some of the surface don't even light with the flashlight pointed at them.)
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
You could try the "More light" preset under "How Light Interacts with Map." I don't notice what you describe - what rendering API is being used? OpenGL?DarkkOne wrote: ↑Sun Oct 01, 2023 9:43 pm Well, I've now updated to 4.11.0 which doesn't even have "Dark" as an option anymore. Only Vanilla, Classic, and Software. I'm pretty sure I was using Vanilla in 4.10.0. So is the issue that it doesn't work with other sector light modes? (And, if so, might be worth changing now that they're removed.)
(Throwing in Flashlight++, some of the surface don't even light with the flashlight pointed at them.)
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Re: Relighting v4.0165b - blurry shadows w/ rlassets
Tried it by resetting GZDoom to default settings. Happens with both OpenGL and Vulkan, happens with HDR on and off. Tried "More Light" preset, still absolute black surfaces.Hey Doomer_ wrote: ↑Mon Oct 02, 2023 1:51 amYou could try the "More light" preset under "How Light Interacts with Map." I don't notice what you describe - what rendering API is being used? OpenGL?DarkkOne wrote: ↑Sun Oct 01, 2023 9:43 pm Well, I've now updated to 4.11.0 which doesn't even have "Dark" as an option anymore. Only Vanilla, Classic, and Software. I'm pretty sure I was using Vanilla in 4.10.0. So is the issue that it doesn't work with other sector light modes? (And, if so, might be worth changing now that they're removed.)
(Throwing in Flashlight++, some of the surface don't even light with the flashlight pointed at them.)
https://imgur.com/a/GhpwiZl <-- GZDoom 4.11.0 with settings reset to default, only change was setting the mod to "More Lights," no other mods loaded at all.