I had a feeling that I'd asked about this before but I can't find the post. If it is a repeat, please forgive my faulty memory.
Would it be possible to extend the sidedef brightness feature so that the value could be set independently on all three areas of a line?
At present, sidedef brightness affects the whole side. Therefore if you have, say, a step with LIGHT3 on its face, but a regular texture on the uppser surface of the same line and want to set LIGHT3 to have a higher brightness than ambient for that sector, the upper would also be bright:
Of course, there are many more situations where this would be useful and there are editing ways around many of them but I feel this would be useful.
So, possible? Is it within UDMF specs?
Upper, mid and lower brightness value
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Re: Upper, mid and lower brightness value
I believe this open pull request adds the feature you're asking for?
https://github.com/coelckers/gzdoom/pull/1321
I think Rachael is trying to go through and get some of these merged lately, so fingers crossed this one makes the cut.
https://github.com/coelckers/gzdoom/pull/1321
I think Rachael is trying to go through and get some of these merged lately, so fingers crossed this one makes the cut.
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Re: Upper, mid and lower brightness value
That does indeed look like it is for adding the feature. Thanks for linking to it.
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Re: Upper, mid and lower brightness value
You can make lights as separate linedefs.
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Re: Upper, mid and lower brightness value
Indeed you can.
I did say that there are many situations where this feature might be useful though (not just something like I pictured) and that there are also editing ways around most situations. However, these editing effects often mean a bit of compromise or slightly clumsy handling of narrow lines/thin sectors/architecture not lining up quite how you want etc etc so the feature would be useful, and often better than many of the mapping workarounds.
I did say that there are many situations where this feature might be useful though (not just something like I pictured) and that there are also editing ways around most situations. However, these editing effects often mean a bit of compromise or slightly clumsy handling of narrow lines/thin sectors/architecture not lining up quite how you want etc etc so the feature would be useful, and often better than many of the mapping workarounds.
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Re: Upper, mid and lower brightness value
Excellent news. Thanks to those involved in writing it and including it.