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Colored Lighting Usage?
Posted: Wed Sep 06, 2017 9:56 pm
by Mav3r1ck
Is it better to use scripted colored Lighting with excessive sector tags or colored lighting though the little window in GZDB using the colors on the computer?
I'm trying to think of an efficient way of using this feature.
Re: Colored Lighting Usage?
Posted: Wed Sep 06, 2017 9:58 pm
by Rachael
If you're using UDMF it's far FAR better to set the sector colors directly in GZDB.
Re: Colored Lighting Usage?
Posted: Wed Sep 06, 2017 10:34 pm
by Mav3r1ck
Yeah, I'm using both GZDB and UDMF.
I thought that method was better, it just seems a bit of a hassle to use scripting versus doing it directly. Then you won't have all those sector tags everywhere.
Re: Colored Lighting Usage?
Posted: Wed Sep 06, 2017 10:43 pm
by Nevander
Rachael wrote:it's far FAR better to set the sector colors directly in GZDB.
Quoted for infinity truth.
I started my project with Hexen format and scripting but
quickly switched to UDMF and this was the best thing about the switch.
Re: Colored Lighting Usage?
Posted: Thu Sep 07, 2017 12:25 am
by Graf Zahl
Both ends up in the same internal variables anyway so it's merely a question of editing comfort.
Re: Colored Lighting Usage?
Posted: Thu Sep 07, 2017 7:03 am
by Mav3r1ck
Graf Zahl wrote:Both ends up in the same internal variables anyway so it's merely a question of editing comfort.
Will Doom 64 colored lighting be implemented in GZDoom in the future?
Re: Colored Lighting Usage?
Posted: Thu Sep 07, 2017 8:18 am
by Nevander
Mav3r1ck wrote:
Will Doom 64 colored lighting be implemented in GZDoom in the future?
It kind of is already but I don't think it's fully complete. As far as I know the colors cannot be changed with ACS once set nor be faded to new colors or the different pegging and flip flags added. That's one thing holding me back from doing them in my TC now.
It would be nice to have specials for changing them independantly. Something like...
SetSectorColor(int field, int red, int green, int blue, bool fade);
Where field is 0 to change all properties at once, 1 is floor, 2 is ceiling, 3 is upper wall, 4 is lower wall, and 5 is things. And of course if fade is 1, it would gradually interpolate between the old and new colors.
I'd love to see this happen. Surely those color properties are accessible to ACS.
Re: Colored Lighting Usage?
Posted: Thu Sep 07, 2017 10:22 am
by Rachael
Nevander wrote:I'd love to see this happen. Surely those color properties are accessible to ACS.
This is what the feature suggestions forum is for.

Re: Colored Lighting Usage?
Posted: Thu Sep 07, 2017 10:24 pm
by Mav3r1ck
While this topic is still fresh.
Why is it that the lighting in Doom 64 seems much brighter than Doom? It almost looks as if it's all addictive lighting combined with colored lighting.
Re: Colored Lighting Usage?
Posted: Fri Sep 08, 2017 4:15 am
by Nevander
Doom 64 does use additive lighting and regular together, usually to enhance the effect of the lighting. I don't think GZDoom can do this at all yet, although the GEC Master Edition dudes figured it all out somehow.