The WIP Thread

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Re: The WIP Thread

Postby Tormentor667 » Thu Nov 08, 2018 5:15 pm

dpJudas wrote:
Tormentor667 wrote:How does this work in General? Where does the lightmap get its light sources from?

UDMF properties on lines, sectors and things create light sources and then the zdray tool generates the lightmap. The data is added to the wad as a new lump, next to the bsp nodes also generated by zdray.

Thanks for the explanation, is there already a documentation about the new udmf properties somewhere?
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Re: The WIP Thread

Postby dpJudas » Thu Nov 08, 2018 5:32 pm

The link I gave to zdray describes the properties. Essentially you specify a light distance + color on a line, sector or thing and then the tool will emit light from it. Lines and sectors become area lights, while the things become either a point or spot light.

Note that if you want to play with this, you need a build of GZDoom from the lightmaps branch. The nightly builds will not render them currently.
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Re: The WIP Thread

Postby Tormentor667 » Thu Nov 08, 2018 5:36 pm

Thanks :)
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Re: The WIP Thread

Postby Gez » Fri Nov 09, 2018 1:18 pm

dpJudas wrote:The link I gave to zdray describes the properties. Essentially you specify a light distance + color on a line, sector or thing and then the tool will emit light from it. Lines and sectors become area lights, while the things become either a point or spot light.


What exactly are lightinnerangle and lightouterangle, and does their sum need to be360°?
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Re: The WIP Thread

Postby dpJudas » Fri Nov 09, 2018 1:30 pm

They are the inner and outer spotlight angles. Inner is the angle where lights begin to fade out and outer angle is when it is fully faded. Both default to 180, which means nothing is faded (they are point lights).
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Re: The WIP Thread

Postby Gez » Fri Nov 09, 2018 2:29 pm

Okay, so if we want a 60° cone of stark light, we need to set the angles to 30, right?
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Re: The WIP Thread

Postby dpJudas » Fri Nov 09, 2018 2:45 pm

That's correct.
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Re: The WIP Thread

Postby Darsycho » Sat Nov 10, 2018 4:28 am

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Re: The WIP Thread

Postby Marisa Kirisame » Sat Nov 10, 2018 4:31 pm

That's a lotta shells
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Re: The WIP Thread

Postby Captain J » Sat Nov 10, 2018 11:11 pm

We are the SHOTGURG. Resistance is Surely Shelltile.
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Re: The WIP Thread

Postby jazzmaster9 » Sat Nov 10, 2018 11:41 pm

Screenshots from the upcoming action adventure mod Abysm: Dawn of Innocence for Doom 2.



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Re: The WIP Thread

Postby Gez » Sun Nov 11, 2018 4:33 am

Please drop the greengrocer's apostrophe. Unless you have an item called "Of Ortheon" that belongs to someone named Dungeon.
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Re: The WIP Thread

Postby jazzmaster9 » Sun Nov 11, 2018 4:54 am

Gez wrote:Please drop the greengrocer's apostrophe. Unless you have an item called "Of Ortheon" that belongs to someone named Dungeon.

Nice catch. :P thank you for pointing that out.
Its been corrected now
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Re: The WIP Thread

Postby GAA1992 » Sun Nov 11, 2018 4:07 pm

I shouldn't be showing this up so soon, but i am also taking a dive on a mix between guns and magic:

Image

It's very simple, really. You have some guns and some amulets that grant you magic powers. I think it needs some more polishment before an actual release.
Last edited by GAA1992 on Sun Nov 11, 2018 4:40 pm, edited 1 time in total.
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Re: The WIP Thread

Postby YukesVonFaust » Sun Nov 11, 2018 4:23 pm

GAA1992 wrote:I shouldn't be showing this up so soon, but i am also taking a dive on a mix between guns and magic:



It's very simple, really. You have some guns and some amulets that grant you magic powers. I think it needs some more polishment before an actual release.

will there be a rocket launcher weapon or just only 3 weapons?
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