[GZDoom] Dynamic Lights and Decals

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JonayaRiley
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[GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

I'm working on something on and off that involves the use of some signage along the walls in a level, and the most direct solution I could think of was to set up some full-color .PNGs as decals using the decal placing object to put up signs without having to mess with 2-sided lines (like in CAH) or anything.

However, I notice that the decals are apparently not affected by the dynamic lights in GZDoom. The regular blood decals and what-not are, but my signs are not. I've tried messing around with placement and changing the signs to be Doom palette images as well, but neither seems to have any effect.

Am I not doing something right, or is this some kind of issue with GZDoom?

EDIT: Also, this is the latest SVN build of GZDoom off the DRD server, and here's a picture of what I mean:

Image
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Re: [GZDoom] Dynamic Lights and Decals

Post by Tormentor667 »

It would make more sense to post this in the GZDoom board over at drdteam.org I think ;) BTW, awesome work on CAH!!!
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JonayaRiley
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Re: [GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

If I can get it to let me goddamn register, I think I might. :)

Glad you enjoyed CAH.
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Re: [GZDoom] Dynamic Lights and Decals

Post by Enjay »

Strange. I have only ever used one placed decal and that was on the wall of the Inca HQ in my Burghead mod. I just checked and it seems to be working OK. However, it is slightly different: it's basically the built in rocket scorch, so it uses the built in graphic (I think) and is translucent etc. Unfortunately, I'm not in a position to make up a test file ATM to check things further. If I get a chance I will do.

Oh, and that looks like a cold, military, bunker-like wall. Any chance we could be looking at CAH II?
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Re: [GZDoom] Dynamic Lights and Decals

Post by Enjay »

OK, I made up a test WAD and I am getting the same problem when just using one of the sprites from the IWAD (HEADA1) as a decal. I've reported it over at the GZdoom forum for you.

http://forum.drdteam.org/viewtopic.php?p=33786
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Re: [GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

Thanks for reporting that for me, Enjay, I also noticed it's fine with my own custom decorative blood splats (which are the alpha-mapped kind like the default blood splats).

As to what exactly the project is... let's say it's a proof of concept map for something I'm dabbling on and plan to start real work on in a little bit. :wink:
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Re: [GZDoom] Dynamic Lights and Decals

Post by Nash »

Nice screenshot, are those cgtextures.com textures?
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Re: [GZDoom] Dynamic Lights and Decals

Post by Enjay »

Nash wrote:cgtextures.com
:shock:
Why oh why in all my searching for textures have I not come across that site before? Some very cool stuff there.
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Re: [GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

Nash wrote:Nice screenshot, are those cgtextures.com textures?
Yes, yes they are. Wonderful place to pull base textures, although they sometimes need a little working to look right.
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Re: [GZDoom] Dynamic Lights and Decals

Post by Nash »

It's like THE free photorealistic texture source. You still have to do the cropping and seamless tiling on your own, but you have a LOT to work with (and pretty high res too).

Only problem is that, being so popular - I see it in a lot of games, commercial or amateur...

A lot of screenshots related to a certain mod of mine called Darkadia, that I've posted in the past, utilizes cgtextures textures.

That realistic Doom WAD also uses cgtextures textures almost exclusively (I could tell because they all look the same like the one I'm using in my mod :P).

EDIT: J5 thought so. :D I don't mind the manual editing though. I use Texture Maker to make them seamless. It's kind of fun actually.
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Re: [GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

I'm more of a Photoshop "healing brush" man myself. You're right though, it is kind of fun. :)
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Re: [GZDoom] Dynamic Lights and Decals

Post by Nash »

I used to use Photoshop to do manual seam removing, but I got hooked to Texture Maker because the editor can tile the texture and you can scroll around it and stuff so it takes out the guess work/repeated offsetting. It also have perspective correction so you can like, take a photo of a wall you like, run it through the thing and it'll make it seamless. Really cool.
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JonayaRiley
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Re: [GZDoom] Dynamic Lights and Decals

Post by JonayaRiley »

Maybe I'll check it out sometime when I have some time - it sounds useful.
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