Relighting Doom v3.31b [Updated 4/8/22]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
this is such an amazing concept. imho it is superior to other relighting projects, because it works with all mods and wads instead of handcrafted lighting projects. downside of course is, that it's very demanding. also larger maps take a while to load.
one suggestion for improvement: these monitors with schematics should emit a light green light.
one suggestion for improvement: these monitors with schematics should emit a light green light.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Could you maybe make a version where it ONLY includes the colored lights and nothing else? I honestly am not fond of how some elevators are totally dark in Freedoom Phase 2.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Is there a way to have the special effects like reflections and dynamic lights and such without it messing with the sector lighting?
It seems to disable DarkDoomz which I prefer for fine-tuning the light levels.
It seems to disable DarkDoomz which I prefer for fine-tuning the light levels.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
the author seems to have vanished sadly
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Re: Relighting Doom v3.31b [Updated 4/8/22]
this mod would be a great plugin for Doombuilder maybe. the load time of even slightly complex maps makes it a bit hard to recommend outside of vanilla/smaller content.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
So I understand the original author seems to be MIA. Still, I'll drop this here for everyone anyway since it'll help anyone else that sees this, might help find a better workaround than 'Just turn off that feature,' and maybe someone down the line that has the know-how (Or the author if they come back) can fix it.
The `Enable Dark Shadows (Beta)` setting creates weird shadow banding and spots of pitch blackness that don't exist with the setting disabled. Disabling Dynamic Lights in GZDoom's settings also seems to fix the banding, but that's not desirable since it also makes flashlight++ and probably other modded and GZDoom functionality break (And I suspect this is because the dark shadows feature is built off or uses dynamic lights).
I'd post multiple screenshots, but apparently, any screenshot I take of the game using ShareX shows the first screenshot taken instead of the different views and angles I attempted to get, so you get 1. Note the band on the ceiling - This line moves as I turn instead of staying in the same spot as a note.

The `Enable Dark Shadows (Beta)` setting creates weird shadow banding and spots of pitch blackness that don't exist with the setting disabled. Disabling Dynamic Lights in GZDoom's settings also seems to fix the banding, but that's not desirable since it also makes flashlight++ and probably other modded and GZDoom functionality break (And I suspect this is because the dark shadows feature is built off or uses dynamic lights).
I'd post multiple screenshots, but apparently, any screenshot I take of the game using ShareX shows the first screenshot taken instead of the different views and angles I attempted to get, so you get 1. Note the band on the ceiling - This line moves as I turn instead of staying in the same spot as a note.

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Re: Relighting Doom v3.31b [Updated 4/8/22]
I don't see any bands on the ceiling, and it sounds like you're just describing the software light mode in GZDoomSierraKomodo wrote: ↑Sun Oct 02, 2022 2:35 pm So I understand the original author seems to be MIA. Still, I'll drop this here for everyone anyway since it'll help anyone else that sees this, might help find a better workaround than 'Just turn off that feature,' and maybe someone down the line that has the know-how (Or the author if they come back) can fix it.
The `Enable Dark Shadows (Beta)` setting creates weird shadow banding and spots of pitch blackness that don't exist with the setting disabled. Disabling Dynamic Lights in GZDoom's settings also seems to fix the banding, but that's not desirable since it also makes flashlight++ and probably other modded and GZDoom functionality break (And I suspect this is because the dark shadows feature is built off or uses dynamic lights).
I'd post multiple screenshots, but apparently, any screenshot I take of the game using ShareX shows the first screenshot taken instead of the different views and angles I attempted to get, so you get 1. Note the band on the ceiling - This line moves as I turn instead of staying in the same spot as a note.
![]()
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Re: Relighting Doom v3.31b [Updated 4/8/22]
If I understand what you meant correctly, that's just how the "Dark Shadows" work. It's not very good, sadly.SierraKomodo wrote: ↑Sun Oct 02, 2022 2:35 pm So I understand the original author seems to be MIA. Still, I'll drop this here for everyone anyway since it'll help anyone else that sees this, might help find a better workaround than 'Just turn off that feature,' and maybe someone down the line that has the know-how (Or the author if they come back) can fix it.
The `Enable Dark Shadows (Beta)` setting creates weird shadow banding and spots of pitch blackness that don't exist with the setting disabled. Disabling Dynamic Lights in GZDoom's settings also seems to fix the banding, but that's not desirable since it also makes flashlight++ and probably other modded and GZDoom functionality break (And I suspect this is because the dark shadows feature is built off or uses dynamic lights).
I'd post multiple screenshots, but apparently, any screenshot I take of the game using ShareX shows the first screenshot taken instead of the different views and angles I attempted to get, so you get 1. Note the band on the ceiling - This line moves as I turn instead of staying in the same spot as a note.
![]()
You can also take screenshots directly from GZDoom instead, those will work correctly, but will have to be uploaded manually.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Update is pending with the following: directional floor and wall shadows for sprites (these look great), improved color management (based on the standard Doom palette), vastly improved dynamic sector lighting, greatly improved performance, and on-the-fly configuration. Works with any mod (e.g. DarkDoomZ), any textures (there are no config lumps), any game (e.g. Heretic), and with cvar performance tweaks any hog mod (e.g. Brutal Doom). Just couldn't let it be. 

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Re: Relighting Doom v3.31b [Updated 4/8/22]
Hey Doomer_ wrote: ↑Tue Oct 18, 2022 2:09 am Update is pending with the following: directional floor and wall shadows for sprites (these look great), improved color management (based on the standard Doom palette), vastly improved dynamic sector lighting, greatly improved performance, and on-the-fly configuration. Works with any mod (e.g. DarkDoomZ), any textures (there are no config lumps), any game (e.g. Heretic), and with cvar performance tweaks any hog mod (e.g. Brutal Doom). Just couldn't let it be.![]()

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Re: Relighting Doom v3.31b [Updated 4/8/22]
looooks like he's bacc. that's epic to see. good luck on the progress.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Yes! You're back. Look forward to the update 

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Re: Relighting Doom v3.31b [Updated 4/8/22]
YES!! Glad to see this come to fruitionHey Doomer_ wrote: ↑Tue Oct 18, 2022 2:09 am Update is pending with the following: directional floor and wall shadows for sprites (these look great), improved color management (based on the standard Doom palette), vastly improved dynamic sector lighting, greatly improved performance, and on-the-fly configuration. Works with any mod (e.g. DarkDoomZ), any textures (there are no config lumps), any game (e.g. Heretic), and with cvar performance tweaks any hog mod (e.g. Brutal Doom). Just couldn't let it be.![]()

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Re: Relighting Doom v3.31b [Updated 4/8/22]
Good to be back and working on this. Progressing apace.
Random teasers:
https://i.postimg.cc/5ybtmLbH/e1m1.gif
https://i.postimg.cc/kXM46QTz/e1m2.gif
https://i.postimg.cc/L4358C3j/map10.gif

Random teasers:
https://i.postimg.cc/5ybtmLbH/e1m1.gif
https://i.postimg.cc/kXM46QTz/e1m2.gif
https://i.postimg.cc/L4358C3j/map10.gif

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Re: Relighting Doom v3.31b [Updated 4/8/22]
how the heck are those shadows not expensive