Help with ExtraLight
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Help with ExtraLight
I'm having trouble with ExtraLight(). I need is a white stripe between 32 and 64, so I make one control sector, floor/ceiling at 32/64, light level 200 and the actual sector, floor/ceiling at 0/128, light level 70, I get bright walls and bright floor with methods 0 and 2, and only a bright stripe on the walls from 32 to the ceiling with method 1. Now if I add another control sector and set its floor/ceiling to 0/128 and light level 70, it seems to give me the wanted effect. Is this the way it is supposed to work or am I doing something wrong/misunderstanding something?
Ah, that explains everything. I was expecting it to work just like the Wiki description: 
If you have a real sector, floor/ceiling height 0 and 128, and have a control sector with heights 64 and 96, you would get sort of a white bar from 64 to 96 in the real sector. You can, of course, apply slopes, colored lightning and/or any effect to the control sector.
- Lexus Alyus
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Does anyone know if Randy is planning on removing this function?
If it worked properly and all the time, I would definitely use it (although I imagine there would still be problems if you used more than 2 light layers in one section, as that would mean the renderer needs to draw more than one "fake floor").
Think about it though, building shadows could slope down a neighboring wall and such.
If it worked properly and all the time, I would definitely use it (although I imagine there would still be problems if you used more than 2 light layers in one section, as that would mean the renderer needs to draw more than one "fake floor").
Think about it though, building shadows could slope down a neighboring wall and such.
Mr. Tee: There's no problem at all with using more than 2 light layers. Randy's demo map showed several stacked "light volumes" in the same room.
The only issue is that it doesn't actually affect sprites within that sector.
Also, I very seriously doubt Randy would consider removing a function that people have put to use. That's exactly how you create backwards compatibility issues, which so far he has strived to avoid.
The only issue is that it doesn't actually affect sprites within that sector.
Also, I very seriously doubt Randy would consider removing a function that people have put to use. That's exactly how you create backwards compatibility issues, which so far he has strived to avoid.
Last edited by HotWax on Sat Sep 04, 2004 1:17 pm, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer

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HotWax wrote:Also, I very seriously doubt Randy would consider removing a function that people have put to use. That's exactly how you create backwards compatibility issues, which so far he has strived to avoid.
Of course he won't!
1. There are maps which use it
2. Remember the discussion about the 'spawn' function a few months ago? Randy wrote in the Wiki that it might go away soon until he found out that it has been used in actual maps (including high profile ones like Daedalus) So whatever he disliked about it, he accepted the fact that he couldn't do it anymore. This is mostly the same!
- Lexus Alyus
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I think this feature can still be used to great extenst without the sprite thing. I wopuldn't minds if I saw varying lightrs on the walls... it would add to the wall decor and look cooler and it wouldn't bother me if it affected the sprites or not... in gact, if it diod effect sprites it would look silly IMO... after all, light doesn't do that in real life... I just want to see that strange bug fixed and that will satiusfy me... if you use it to make gradiants then you just set the floors light value to the lightest or darkest value... thiswill look just fine IMO.

- Lexus Alyus
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