Relighting v4.0165b - blurry shadows w/ rlassets

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Hey Doomer_
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Re: Relighting v4.0148b - improved lighting

Post by Hey Doomer_ »

Keldyn wrote: Sun Dec 25, 2022 7:28 pm I just wanted to thank you for the work you are doing on this. I acknowledge what an immense task it must be and you should know we are grateful. It has made a tremendous difference to the look and feel of DOOM and it has honestly, never looked better. Cheers!
Thanks! Much appreciated.
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Re: Relighting v4.0148b - improved lighting

Post by Hey Doomer_ »

Ryantch wrote: Tue Dec 27, 2022 7:34 pm This looks amazing, but when playing brutal doom; the destructible lights don't *actually* go away, there's just an invisible light source giving off light in the area. It usually happens when I have solid shadows turned on. [which makes the game look better, for sure.] I tried to see if it was dynamic sectors or ghost lights but those didn't effect it. Just kinda bothers me a lil bit but it's definitely not a big deal.
Keep up the good work!
I noticed that. I'll try to include an exception for that! Thanks
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Re: Relighting v4.0148b - improved lighting

Post by Hey Doomer_ »

WIWO for v4.0149b

Code: Select all

v4.0149b

12/23 - added check for spawned things that should not generate a shadow or light (optimize)
12/23 - added check for Death state to remove hdlight
12/28 - added checks for master/caster/AAPTR_MASTER (BD & variants)
This should be more compatible with BD & variants, but there may still be crashes. Cool in an over-the-top way as it is, BD is a coding abomination. :) However, these changes should improve performance overall.

Much of the above involves checking for a sprite that can cast a shadow either on Spawn or PostBeginPlay. There are many Actors that use the dummy sprite TNT1, note. So it's possible with the upcoming version that things that should have a shadow do not have a shadow. (BD corpses for one.) I'm still working on that, but for most vanilla play this works as expected.

This is pretty rough but enough of an incremental improvement to generate a release possibly tomorrow.

I can't adequately express my thanks at sharing this work and having it appreciated. Obviously I think it enhances the game, but it's a hoot to know there are others out there who share this opinion! I hope that you enjoy what this adds to the game. I've understated the shadows, for example, but this and nearly everything else can be changed in Settings. I don't have Strife, but I do have Heretic and Hexen, and it looks great in those games. Many thanks. I appreciate the kudos and feedback!!
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Re: Relighting v4.0149b - optimizations

Post by Hey Doomer_ »

Posted v4.0149b

As noted this is a maintenance release with optimizations and some corrections. Additionally I've added allowances for very large maps. I think this works well with BD & variants, but I haven't tested extensively. Added a check to make sure the player flashlight doesn't cast a player shadow.

There are no new features and these changes should improve performance. 8-)
Zaibatsu64
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Re: Relighting v4.0149b - optimizations

Post by Zaibatsu64 »

Thanks for your continued work on this mod Hey Doomer. It's a fantastic mod and it's improving with every release.

I've been able to tweak the settings to my liking. Setting the perceived lighting to a very low level and the RGB sliders to about 100 yields pleasing results. The sectors get nicely tinted with the colour of the flats and it adds so much atmosphere. It's been fun revisiting old mapsets with this mod enabled.

I think it would look great if the sky textures also affected the colour of sectors. I've tried taking a look at the code to make changes to achieve this, but haven't been successful so far. At the moment, any sky sectors seem to be full bright without any colour tint at all. I wonder if it would be possible to have a menu option for this.
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Re: Relighting v4.0149b - optimizations

Post by Hey Doomer_ »

Zaibatsu64 wrote: Sat Dec 31, 2022 6:24 am Thanks for your continued work on this mod Hey Doomer. It's a fantastic mod and it's improving with every release.

I've been able to tweak the settings to my liking. Setting the perceived lighting to a very low level and the RGB sliders to about 100 yields pleasing results. The sectors get nicely tinted with the colour of the flats and it adds so much atmosphere. It's been fun revisiting old mapsets with this mod enabled.

I think it would look great if the sky textures also affected the colour of sectors. I've tried taking a look at the code to make changes to achieve this, but haven't been successful so far. At the moment, any sky sectors seem to be full bright without any colour tint at all. I wonder if it would be possible to have a menu option for this.
Thanks! Great to hear. I've been thinking about setting presets for different games, moods, etc. Heretic and Doom, for example, are quite different in look and feel.

Sky textures are not flats and somewhat more involved to analyze. You are correct that sky sectors are not colored. I abandoned color bleeding in sky sectors because of some weird results.

I've been on the fence about reading textures at all - there are far more textures than flats in any one level - but I'll check into sky textures again. :)
Skrell
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Re: Relighting v4.0149b - optimizations

Post by Skrell »

Does anyone have a recommended sector light mode to use with relighting? From what I can tell, most of the lighting is still coming from the default maps instead of allowing relighting to create a more dramatic effect? Perhaps I need to "ramp up" relighting more somehow?
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Re: Relighting v4.0149b - optimizations

Post by Dan_The_Noob »

Skrell wrote: Sun Jan 01, 2023 2:48 pm Does anyone have a recommended sector light mode to use with relighting? From what I can tell, most of the lighting is still coming from the default maps instead of allowing relighting to create a more dramatic effect? Perhaps I need to "ramp up" relighting more somehow?
I use the "Doom" sector light mode. and toward bottom of the relighting settings I have "*Area min" at 250 and "*min" at 150
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Re: Relighting v4.0149b - optimizations

Post by Hey Doomer_ »

Skrell wrote: Sun Jan 01, 2023 2:48 pm Does anyone have a recommended sector light mode to use with relighting? From what I can tell, most of the lighting is still coming from the default maps instead of allowing relighting to create a more dramatic effect? Perhaps I need to "ramp up" relighting more somehow?
Thanks for the interest!

FYI I have written this using "Dark" with the standard palette. You're correct that most lighting is coming from map definitions. This is to preserve author lighting and specials as much as possible and to avoid defining thousands of textures. Thus it can be universally applied. It should work the same in Doom, Heretic, Hexen, Strife, etc.

However, almost every Setting affects lighting in one way or another (in addition to what DtN mentioned): each section has a light size and scale that can be tweaked (defaults are quite low for performance reasons); min and max sprite size controls what does and doesn't cast a shadow; "Colored Sectors" controls how flats are interpreted, how their colors are applied, and how these colors bleed across sectors; under "Sector Lights" "Min" affects how dark sectors will become; Sidedef Add and Sub lights affect baked lighting. Etc.

Unfortunately that's up to you to experiment with if you have patience. I haven't widely experimented with it myself and haven't gotten around to writing documentation for the Settings or creating presets. I've largely tweaked the defaults for performance and demonstration of what it does.

Hope that helps.
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Re: Relighting v4.0149b - optimizations

Post by Skrell »

Hey Doomer_ wrote: Sun Jan 01, 2023 4:29 pm
Skrell wrote: Sun Jan 01, 2023 2:48 pm Does anyone have a recommended sector light mode to use with relighting? From what I can tell, most of the lighting is still coming from the default maps instead of allowing relighting to create a more dramatic effect? Perhaps I need to "ramp up" relighting more somehow?
Thanks for the interest!

FYI I have written this using "Dark" with the standard palette. You're correct that most lighting is coming from map definitions. This is to preserve author lighting and specials as much as possible and to avoid defining thousands of textures. Thus it can be universally applied. It should work the same in Doom, Heretic, Hexen, Strife, etc.

However, almost every Setting affects lighting in one way or another (in addition to what DtN mentioned): each section has a light size and scale that can be tweaked (defaults are quite low for performance reasons); min and max sprite size controls what does and doesn't cast a shadow; "Colored Sectors" controls how flats are interpreted, how their colors are applied, and how these colors bleed across sectors; under "Sector Lights" "Min" affects how dark sectors will become; Sidedef Add and Sub lights affect baked lighting. Etc.

Unfortunately that's up to you to experiment with if you have patience. I haven't widely experimented with it myself and haven't gotten around to writing documentation for the Settings or creating presets. I've largely tweaked the defaults for performance and demonstration of what it does.

Hope that helps.
Thank you so much for the official response! This mod is truly amazing and I'd gladly donate if you're accepting them somewhere?
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Re: Relighting v4.0149b - optimizations

Post by Hey Doomer_ »

WIWO for v4.0150b

Code: Select all

v4.0150b

1/2 - corrected shadows for solid objects e.g. trees
1/2 - added sky colors for outside sectors
BD & variant optimizations removed shadows for some solid objects. This is the line to change in hd_relighting.zs (adding !e.thing.bSolid):

Code: Select all

		else if (ilobj == lobj.Size() && !e.thing.bCorpse && !e.thing.bMissile && !e.thing.bIsMonster && !isFlashlight && !(e.thing is "Inventory") && cname != "hdlightsource"
			&& e.thing != players[consoleplayer].mo && !e.thing.bSolid)
		{
			return;
		}
The other visual change is reading sky textures and extracting colors similar to flats. I haven't tested this with Hexen, which allows for two sky textures, and this only works with original formatting similar to flats. A map or mod that uses ONLY .png textures, for example, may yield different results. A few examples:

https://i.postimg.cc/SRCQQLw6/e1m1.png
https://i.postimg.cc/rpfK7Jkz/e3m1.png
https://i.postimg.cc/Y2hX9rby/e4m1.png
https://i.postimg.cc/Cx63tB2S/map22.png
https://i.postimg.cc/x8CGWChV/Screensho ... 103651.png

As with flats, these parameters can be changed in Settings to yield different effects.

Edit

Geometry shadows are possible as this crude POC shows:
geometry shadow.png
If you look carefully you can see the shadow cast from an explosive barrel spawned inside the column. The idea is to create a floating actor with a rectangular sprite, scale and shape the actor to fit inside a column (or whatever), and then spawn it inside the geometry. Shadows otherwise work the same.

This should work since all Doom engine geometry is rectangular.

8-)
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Last edited by Hey Doomer_ on Mon Jan 02, 2023 2:44 pm, edited 1 time in total.
Craneo
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Re: Relighting v4.0149b - optimizations

Post by Craneo »

The other visual change is reading sky textures and extracting colors similar to flats. I haven't tested this with Hexen, which allows for two sky textures, and this only works with original formatting similar to flats. A map or mod that uses ONLY .png textures, for example, may yield different results. A few examples:
Can the same be done with fog? I always wanted a sort of universal skyfog thingy (I kinda like fog lol), Saegiru's has fog but it can only have 1 color/random color that may not even match the sky above...
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Dan_The_Noob
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Re: Relighting v4.0149b - optimizations

Post by Dan_The_Noob »

maybe make the sky texture bleed less saturated?
something like 30% saturation (or have a separate slider specifically for sky bleed)
Zaibatsu64
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Re: Relighting v4.0149b - optimizations

Post by Zaibatsu64 »

This looks great. Can't wait to test out the new sky texture feature!
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Re: Relighting v4.0150b - sky colors

Post by Hey Doomer_ »

Posted v4.0150b

A wee update with changes as noted above. Note that sky colors do not work with TNT or Plutonia; in those maps sky textures are made of patches. I've added code to read the texture as a single patch at this time. The effect has also been toned down from the above screenshots, since tweaking color Settings can probably achieve a similar effect.

Still broken are shadows on 3d slopes, although I see that quaternions (which probably are not necessary) have been added to the latest GZDoom build. Otherwise AFAIK FLATSPRITE z-sorting is still broken.

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