Dear developers,
I have discovered something during working on my latest map for Blade of Agony and adding a light gradient to an area of the map with sectors. The following sectors have a light level from 144 to 96, it's set up in a linear way. Even though it IS definitely linear, there is a heavy jump from 129 to 126 (5th to the 6th panel from the left). 3 units light level shouldn't make such a difference:
I played around with the graphic settings and found out that switching "Fog Mode" from "Standard" (or "Radial") to "None" fixes the problem:
But the problem here is: These sectors do not have fog at all. I guess something different is going on here, maybe a miscalculation or an engine bug.
Best regards,
Dan
Wrong light level calculation with "Fog Mode" activated
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- Tormentor667
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- Graf Zahl
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Re: Wrong light level calculation with "Fog Mode" activated
The thing is, most light modes are not linear, if you absolutely need linear lighting you have to force light mode 1 (bright) in MAPINFO and adjust the lighting levels in your map, because due to the linear falloff this light mode is a lot brighter than the others.
Light modes 2, 3, 8 and 16 are supposed to emulate the falloff of the original colormap Doom comes with and that definitely has some kinks that may screw with lighting.
Light modes 2, 3, 8 and 16 are supposed to emulate the falloff of the original colormap Doom comes with and that definitely has some kinks that may screw with lighting.
- Tormentor667
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Re: Wrong light level calculation with "Fog Mode" activated
Well, I had suspected something like that, and that's why I tried all the Doom light methods and also tried a MAPINFO entry that looks like this:
Obviously GZDoom doesn't care - neither about the MAPINFO setting nor about the setting in the options. What do I miss?
Code: Select all
map SM02 lookup "SM02" //Tormentor667
{
levelnum = 152
music = "SM02_MUS"
cluster = 1
EvenLighting
lightmode = 1
aircontrol = 0.8
}
Last edited by Tormentor667 on Wed Dec 25, 2019 12:26 pm, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Wrong light level calculation with "Fog Mode" activated
Can you PM me the map so that I can have a look myself?
- Tormentor667
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Re: Wrong light level calculation with "Fog Mode" activated
Well, not necessary anymore, I tried "lightmode = 0" (standard) and it worked. The problem was indeed "lightmode = 1" and if a lightmode has been set to a map, you can't override it with the controls given in the options menu. Thanks for the help finding this.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Wrong light level calculation with "Fog Mode" activated
Ah, right. Lightmode 1 has a linear light ramp but a non linear fog ramp to increase the depth fading for the lower light levels.