I was messing around with dynamic lighting in E1M1 as a way to learn the basics of Ultimate Doom Builder and I was pleased enough with the results (and inspired by similar projects of this nature) that I ended up doing Episode 1 in it's entirety. I figured I might as well throw it on here in case anyone else is interested in having a look. I've since learnt to do other things like 3D floors, sloped surfaces and so forth, and threw all that stuff at the wad in the hope that something might stick. Also, Club Doom is in there for some reason.
With PBR materials, screenshots courtesy of BerserkerNoir. Grab the Plastic Shaders mod here, or the (currently WIP) 2K PBR materials pack demo by Reinchard here.
Video by RaZZoR showcasing more PBR goodness and some other stuff.
- Uses the Ultimate Doom iwad. Make sure "Lights" is ticked in the GZDoom startup menu and dynamic lights are enabled in display options.
- A flashlight mod is pretty much essential. (Try this cool new one here by generic name guy!) This thing is dark, despite my best efforts to mitigate that by throwing goddamn floor lamps everywhere.
- Should work with most mods, although ones that have their own custom lighting system (like Brutal Doom) may cause conflicts and cause sprites to appear incorrectly lit. At least I think that's what's going on, I dunno.
- Should run fine on most PCs. Source: my laptop, which is a POS.
- I may look at doing the other 3 episodes if this thing garners any interest. I'm well aware it's not the most original of ideas
- Re: update 1.6D, I've thrown some Club Doom credits into a readme but I'll just reiterate here - if I've omitted anyone or there's some other issue please let me know and I'll rectify it ASAP.
BerserkerNoir wrote:Loved your work dude!
Just one question, how did you convert the maps format to place Dynamic Lights in them?
thanks, nice screenshots! I used zwadconv(think that's right?) to convert the Doom maps into Hexen format, and then Builder to get them to UDMF. Notepad++ for converting to a pwad, and Slade to clear out all the unwanted stuff. I really can't stress enough that I had no idea what the hell I was doing throughout most of this however, so for anything I did horribly wrong, blame Google
kalensar wrote:That was really fun! Thanks for making that! I hope you build a cool E1/Doom1 upgrade because that was fantastic.
Thanks man! focusing on E1 for now, but I really enjoy doing this kind of thing.
- added some sloped surfaces to spice things up a bit
- a bit of spit n polish
updated link in OP along with the description, which is an absolutely riveting read now. There's also a stupendous new screenshot of some stairs. Anyway, this will be the last update for a wee while, barring anything gamebreaking and/or incredibly embarrassing.
I love it! Love it to a point where playing vanilla map feels simple and plain. I'd love to play all episodes in this style of maps.
I hope you have the interest in doing such a work. Never felt that level of modenity in Doom until now. It's incredible.
Thanks for your work. I'll keep watching, waiting for updates.
Another update is imminent (can't seem to stop fiddling with this thing lol) but if you're looking for something similar I recommend Hey Doomer's Relighting Doom mod viewtopic.php?f=43&t=74412 and HontE Remastered https://www.moddb.com/mods/honte-remastered, both incredible projects that far outstrip my amateur efforts - the HontE maps in particular were a huge source of inspiration.
Another update is imminent (can't seem to stop fiddling with this thing lol) but if you're looking for something similar I recommend Hey Doomer's Relighting Doom mod viewtopic.php?f=43&t=74412 and HontE Remastered https://www.moddb.com/mods/honte-remastered, both incredible projects that far outstrip my amateur efforts - the HontE maps in particular were a huge source of inspiration.
Absolutely!!
I love those projects, but unlike them this project of yours isnt that heavy on performance in comparison.
Thanks for the Hard Work!