Selectively Disable dynamic lights in sectors?

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
User avatar
Benals
Posts: 337
Joined: Mon Aug 01, 2011 7:39 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Selectively Disable dynamic lights in sectors?

Post by Benals »

Hello.

Is it possible to set sector to be not affected by dynamic lights?
Could you do that to a linedef too?
Messing around and trying to find ways to have more control with
shadows etc.

Can you add a custom field parameter etc?
User avatar
SanyaWaffles
Posts: 893
Joined: Thu Apr 25, 2013 12:21 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
Graphics Processor: nVidia with Vulkan support
Location: The Corn Fields

Re: Selectively Disable dynamic lights in sectors?

Post by SanyaWaffles »

Venessa's most likely an AI bot from what I can tell. That's the most... answer of all time. Yet it's supposed to be the future.

Cutting the snark and back to the question at hand: I don't think there's a way in GZDoom to do what you're asking, unfortunately. I know VKDoom has been experimenting with different lighting options, but I admit I don't know how deep those options run and if they'd apply in your use case.

What are you trying to accomplish?
User avatar
Enjay
 
 
Posts: 27511
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Selectively Disable dynamic lights in sectors?

Post by Enjay »

SanyaWaffles wrote: Wed Apr 16, 2025 10:25 pm Venessa's most likely an AI bot from what I can tell. That's the most... answer of all time. Yet it's supposed to be the future.
Just so your post makes sense, Vanessa's post has been moved. It was indeed... generic.

Return to “Mapping”