Hell-Forged (updated to v1.11 - development paused)
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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.
Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)
Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls. I would leave out the monster's bright maps since they are still subject to change between now and the finalized version (although you can do it if you wanted).
I would certainly credit anyone that would take up this task.
-Thanks in Advanced.
I would certainly credit anyone that would take up this task.
-Thanks in Advanced.
- The Ultimate DooMer
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
The best way to start that IMO is make a note of all projectiles/scenery that are ripped from Doom/Heretic/Hexen and copy the corresponding entries from lights.pk3 (this includes any Doom actors that you've replaced with a cloned version using the "replaces" keyword). That should be enough to help understand the format, then you can look at the other projectiles/scenery. For flats/textures you might have to place the dynamic light things on them in the maps (point light, flicker light etc.) as I don't think you can add texture/flat entries to the light defs.
One way to achieve glowing textures is to create a few copies of a given graphic in XWE and use the colour remapper to alter the palette ranges used. Or use your favourite pic editor to brighten/darken each image accordingly.
One way to achieve glowing textures is to create a few copies of a given graphic in XWE and use the colour remapper to alter the palette ranges used. Or use your favourite pic editor to brighten/darken each image accordingly.
Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)
I had made a lot of them already a while ago.Eriance wrote:Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
When I tried to run DE an error ocurred
In the DE-Weap.wad
SCREENSEEKER is an unkown flag
In the DE-Weap.wad
SCREENSEEKER is an unkown flag
- The Ultimate DooMer
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
Probably need to update to the latest svn release then.
Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
A little search would have answered your question: [wiki=Special%3ASearch&search=SCREENSEEKER+&fulltext=Search]SCREENSEEKER?[/wiki] shows that this is a flag that [wiki=Actor flags#SCREENSEEKER]appearead in r1905[/wiki].JustGabriel wrote:When I tried to run DE an error ocurred
In the DE-Weap.wad
SCREENSEEKER is an unkown flag
Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)
And don't forget the lights Dreadopp and I wrote for the monsters that went on the Beastiary.Gez wrote:I had made a lot of them already a while ago.Eriance wrote:Btw, would anyone mind helping with the Dynamic lights for actors in DE? I haven't a clue how to set the DLs for GZdoom since my comp locks up with Dynamic lights one. Also, glowing textures would also help. What i need are just lights for projectiles, glowing props (torches), and a few of the flats and walls.
Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
So do dynamic lights need to be a single lump or can I load multiple lumps to get the same effect as a single large lumps?
Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
You can load multiple lumps, otherwise I'd have to copy/paste the DOOMDEFS lump from skulltag.pk3 a whole lot.
Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
You can #include them like DECORATE lumps.Eriance wrote:So do dynamic lights need to be a single lump or can I load multiple lumps to get the same effect as a single large lumps?
- Tormentor667
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Re: Demon Eclipse (WIP) - Incomplete Beta Up (p.145)
Almost everything is already done in terms of monsters, check the BeastiaryEriance wrote:GLDEFs
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
Eriance ------- you preview some screenshots of Episode 3 levels
- Remmirath
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
Maybe he either ignores posts or he doesn't understand a fuck of what we're trying to tell him.
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Re: Demon Eclipse (WIP) - Some Dynamics Lights needed (p. 147)
It's because of Doom_warriorMorpheus wrote:Maybe he either ignores posts or he doesn't understand a fuck of what we're trying to tell him.