Hello there
I've started mapping for a little while now and it's mostly going great but one issue has shown up in UDB a while back and I have no idea what's causing it. For some reason, I can adjust floor and ceiling brightness just fine but changing wall brightness does nothing at all. I don't know how to fix this so if anyone here with more knowledge than me with UDB can help, I'd really appreciate it.
Thanks
Issues with wall brightness in UDB
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
- Kappes Buur
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Re: Issues with wall brightness in UDB
I guess that the easiest way would be with the Edit Linedef menu:
Spoiler:for example values from 16 to 192, in steps of 16
Spoiler:
Re: Issues with wall brightness in UDB
It's also worth pointing out the "absolute" tick box. That ensures that the wall will always appear at the value that you set, regardless of the sector light level - which may, or may not, be what you want.
It's also worth noting that ambient occlusion can also mask some of the effect. e.g. if you have a computer texture or something on a wall recessed into a 16 unit deep hole, and the edges of the hole are lined with a texture such as LITE5 and set to have a brightness of 255, if AO is on, the wall still may not appear as bright as you expect it to because the AO effect will dull it down a bit.
It's also worth noting that ambient occlusion can also mask some of the effect. e.g. if you have a computer texture or something on a wall recessed into a 16 unit deep hole, and the edges of the hole are lined with a texture such as LITE5 and set to have a brightness of 255, if AO is on, the wall still may not appear as bright as you expect it to because the AO effect will dull it down a bit.

