Gez wrote:Set your photoshop light layer to multiply, then try again to see what happens when the light color is whiter.
Well, will the Doom64 lighting shader be set to multiply? If it will, then, problem solved. :P
Gez wrote:Set your photoshop light layer to multiply, then try again to see what happens when the light color is whiter.
Gez wrote:Yeah, that's it. Brighter light? Make it a whiter color. Dimmer light? Darker color. That's all there is to it. It's enough for Doom 64; and in GZDoom it would be combined with all the other effects at out disposal (fade, fog, per-surface light level...) so there's no real need for any further control.
That reminds me, how does one change the distance before things start fading out? Doom 64 fades things somewhat quickly but most maps are so small you don't notice it. Maps like Blood Keep, The Absolution seem to be the easiest to observe it. I know I could probably set the level fade in MAPINFO to black and lower the fog density but it ends up making the whole level darker which isn't ideal.Graf Zahl wrote:depth fading
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9830 = PointLightAttenuated
9831 = PointLightPulseAttenuated
9832 = PointLightFlickerAttenuated
9833 = SectorPointLightAttenuated
9834 = PointLightFlickerRandomAttenuated
Nevander wrote: That reminds me, how does one change the distance before things start fading out? Doom 64 fades things somewhat quickly but most maps are so small you don't notice it. Maps like Blood Keep, The Absolution seem to be the easiest to observe it. I know I could probably set the level fade in MAPINFO to black and lower the fog density but it ends up making the whole level darker which isn't ideal.
Arguments are exactly the same, and the technical difference is a different math formula when calculating the brightness of a pixel that's affected by the light in the shader. Attenuation multiplies the light with the affected plane's normal vector.ZZYZX wrote:What are the arguments to attenuated lights?
And, yes, what's the technical difference compared to the normal lights? (in relation to WYSIWYG presentation in GZDB visual mode)