Relighting v4.0165b - blurry shadows w/ rlassets

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cortes2k
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Re: Relighting v4.0164b - "blur" shadows

Post by cortes2k »

cosmos10040 wrote: Thu Jun 29, 2023 4:55 am Newest update is very smooth and works perfectly! There is only one issue, when running relighting with jw dwelling sin, it crashed upon pricking up a sprite, no crash log is generated. Only solution is to disable pickup shadow sprite. Anyway to fix? Thanks
Try GZDoom 4.11. Acces violation occures to me when playing BD Platinum using 4.10. GZDoom 4.11 works great.
cosmos10040
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Re: Relighting v4.0164b - "blur" shadows

Post by cosmos10040 »

Hey Doomer_ wrote: Thu Jun 29, 2023 3:11 pm
cosmos10040 wrote: Thu Jun 29, 2023 4:55 am Newest update is very smooth and works perfectly! There is only one issue, when running relighting with jw dwelling sin, it crashed upon pricking up a sprite, no crash log is generated. Only solution is to disable pickup shadow sprite. Anyway to fix? Thanks
I see that error noted here with a log.

The crash report is a C0000005 (Access Violation), which happens when an application tries to access an invalid memory location. I don't think this has anything to do with Relighting, or more specifically it isn't related to anything in ZScript's VM. It's something happening with GZDoom.

Interesting that disabling pickup shadows fixes this.

Does this happen with dev builds as well?
Ah I just took a look, so it's a gzdoom error? Well I only played jw dwelling with dev build. Deltatouch is using 4.11 pre, not sure if thats the issue.
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Hey Doomer_
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Re: Relighting v4.0164b - "blur" shadows

Post by Hey Doomer_ »

cosmos10040 wrote: Thu Jun 29, 2023 5:47 pm Ah I just took a look, so it's a gzdoom error? Well I only played jw dwelling with dev build. Deltatouch is using 4.11 pre, not sure if thats the issue.
Crash logs have been posted in another thread by the author. It's been a while since I've programmed in C++, but I assume devs can trace an error from the logs. That's up to them, and in this case it may not be useful. The error may be unrelated to what this or that mod is doing. Using dev builds runs this risk. You could try a different engine build. Relighting needs at least GZDoom 4.10 because it uses PitchTo(). I'm not familiar with Deltatouch builds, but the same ideas apply.
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UTNerd24
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Re: Relighting v4.0164b - "blur" shadows

Post by UTNerd24 »

Absolutely LOVING this mod. Although I have two sort of nitpicky things regarding it. I'm not really a fan of how the shadows crossfade over one another for moving actors. It almost looks like it's casting an image every tic rather than a consistent shadow. The effect probably is less noticeable in Smooth Doom, but I wouldn't know for sure.

Secondly is this thing concerning lights changing depending on view:



I know there's meant to be a faux-HDR effect when exiting/entering differently lit areas, but this is rather distracting. I'm not sure if this is intentional or possible to fix, but I thought I'd point it out in case there is an explanation to it.
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Re: Relighting v4.0164b - "blur" shadows

Post by Hey Doomer_ »

UTNerd24 wrote: Tue Jul 04, 2023 6:28 pm Absolutely LOVING this mod. Although I have two sort of nitpicky things regarding it. I'm not really a fan of how the shadows crossfade over one another for moving actors. It almost looks like it's casting an image every tic rather than a consistent shadow. The effect probably is less noticeable in Smooth Doom, but I wouldn't know for sure.

Secondly is this thing concerning lights changing depending on view:
Thanks!

"Blur" shadows, which project a shadow similar to wall shadows rather than a Peter Pan type of shadow attached to the actor, can be turned off under Shadow Options in Settings. After reloading the level this should switch to a more consistent (and sharper looking) floor shadow.

I'll check out the lighting. This was originally done for performance reasons but is distracting depending on the dynamic light intensity.
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UTNerd24
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Re: Relighting v4.0164b - "blur" shadows

Post by UTNerd24 »

Just tried it again and looked through a few maps. The concept is fantastic but still needs lots of work. I've had cases where projectiles can light up entire sectors and map geometry. Eg: The Citadel.
Maybe a long term goal for once the mod has a more mainstream release would be to add 'compatibility' to some wads so they can be lit properly. I can imagine Hellbound would be pretty Taxing on a machine, but would look fantastic with the right settings.

I really do look forward to future development!
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Re: Relighting v4.0164b - "blur" shadows

Post by Hey Doomer_ »

UTNerd24 wrote: Fri Jul 07, 2023 5:30 am Just tried it again and looked through a few maps. The concept is fantastic but still needs lots of work. I've had cases where projectiles can light up entire sectors and map geometry. Eg: The Citadel.
Maybe a long term goal for once the mod has a more mainstream release would be to add 'compatibility' to some wads so they can be lit properly. I can imagine Hellbound would be pretty Taxing on a machine, but would look fantastic with the right settings.

I really do look forward to future development!
Thanks! I appreciate the feedback!!

The "lighting up entire sectors" can be turned off in Settings -> Sector Light Placement and Size -> Sector Lights. This is a cheap and easy way to light map sectors and one of the earliest features added to the mod. I'll put this on a list to tweak by sector volume (which is already known) so larger sectors are not lit or at least lit less intensely. Light doesn't really bleed anywhere in Doom's crude sector-based lighting and dynamic lights are expensive, so I'll have to make allowances. Note also that color is added depending on the GLDEF lump(s), but it only looks at the first definition. Color isn't in the original maps, and adjusting those settings can change things dramatically.

Default settings aren't necessarily optimal but show what the mod does. There is already "smart lighting," which I plan to expand to make the mod compatible with maps. I have no plans to add compatibility for specific maps. The only exceptions are sector specials and a few flashlight classes.
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Re: Relighting v4.0164b - "blur" shadows

Post by cortes2k »

After playing and playing with all features and configurations of Relighting, finally I have a config that I like, many different values to change with differente results. Again, thank you dude for all your time to bring us this mod.
Look at this beauty, using the lastest relighting version... I love it.

Skrell
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Re: Relighting v4.0164b - "blur" shadows

Post by Skrell »

cortes2k wrote: Sun Jul 09, 2023 5:19 pm After playing and playing with all features and configurations of Relighting, finally I have a config that I like, many different values to change with differente results. Again, thank you dude for all your time to bring us this mod.
Look at this beauty, using the lastest relighting version... I love it.

PLEASE post your configuration values! :)
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Re: Relighting v4.0164b - "blur" shadows

Post by cortes2k »

Skrell wrote: Thu Jul 13, 2023 7:02 pm
cortes2k wrote: Sun Jul 09, 2023 5:19 pm After playing and playing with all features and configurations of Relighting, finally I have a config that I like, many different values to change with differente results. Again, thank you dude for all your time to bring us this mod.
Look at this beauty, using the lastest relighting version... I love it.

PLEASE post your configuration values! :)
Hi there. I'm happy you enjoy the video. Here is my current config. https://imgur.com/a/9wCAdeo
Cheers.
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Dan_The_Noob
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Re: Relighting v4.0164b - "blur" shadows

Post by Dan_The_Noob »

jesus christ, the PBR materials haha
markanini
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Re: Relighting v4.0164b - "blur" shadows

Post by markanini »

Great mod. I was looking for a more subtle effect that could work well with classic maps. For now I settled on the following config:

Subtractive lightning: OFF
Colored sectors: OFF
Shadow options: preset "less shadow"
Shader: OFF

I love how with these setting it subtly enhance the level geometry. I will keep testing and providing comments.

If I would share some thoughts about possible issues, it would be about some spots in maps that have a large difference in light levels vs. original lighting. For example the first room in Underhalls, and the first open area of Limbo. I can't know how worthwhile it would be to adress these "discrepancies". I understand that goal of the mod is to change the light over the original after all, so take it for what it's worth.
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Re: Relighting v4.0164b - "blur" shadows

Post by Hey Doomer_ »

markanini wrote: Wed Jul 19, 2023 12:16 pm If I would share some thoughts about possible issues, it would be about some spots in maps that have a large difference in light levels vs. original lighting. For example the first room in Underhalls, and the first open area of Limbo. I can't know how worthwhile it would be to adress these "discrepancies". I understand that goal of the mod is to change the light over the original after all, so take it for what it's worth.
Thanks!

Of course there is no "light" in Doom maps other than the author's lighting per sector. This varies. John Romero's maps seem to me the most realistically lit, while Sandy Peterson and American McGee seem to have light coming from mysterious sources at best. In Doom2 the lighting is far more inconsistent than Doom 1, and many levels have no discernible light sources anywhere. Understandably, this mod is a compromise.

In the original Relighting I really struggled to find light based on textures and flats alone. There isn't enough in Doom 2. I decided in this version to base lighting on the author's intent, but again this fails in areas where the light seems to come from nowhere (MAP10, for example). Hopefully this version of this mod enhances the author's original intent, but that all depends.

Are you saying that MAP01 and E3M7 are too brightly lit?

You can also try tweaking texture lighting. It all depends on the map.
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Re: Relighting v4.0164b - "blur" shadows

Post by markanini »

Hey Doomer_ wrote: Wed Jul 19, 2023 4:33 pm
markanini wrote: Wed Jul 19, 2023 12:16 pm If I would share some thoughts about possible issues, it would be about some spots in maps that have a large difference in light levels vs. original lighting. For example the first room in Underhalls, and the first open area of Limbo. I can't know how worthwhile it would be to adress these "discrepancies". I understand that goal of the mod is to change the light over the original after all, so take it for what it's worth.
Thanks!

Of course there is no "light" in Doom maps other than the author's lighting per sector. This varies. John Romero's maps seem to me the most realistically lit, while Sandy Peterson and American McGee seem to have light coming from mysterious sources at best. In Doom2 the lighting is far more inconsistent than Doom 1, and many levels have no discernible light sources anywhere. Understandably, this mod is a compromise.

In the original Relighting I really struggled to find light based on textures and flats alone. There isn't enough in Doom 2. I decided in this version to base lighting on the author's intent, but again this fails in areas where the light seems to come from nowhere (MAP10, for example). Hopefully this version of this mod enhances the author's original intent, but that all depends.

Are you saying that MAP01 and E3M7 are too brightly lit?

You can also try tweaking texture lighting. It all depends on the map.
I made a imgur gallery of the spots: https://imgur.com/a/890AJcT

If you want me to keep reporting spots like this, let me know. Either way I'll keep testing and tweaking the settings.
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Re: Relighting v4.0164b - "blur" shadows

Post by Hey Doomer_ »

markanini wrote: Wed Jul 19, 2023 7:07 pm I made a imgur gallery of the spots: https://imgur.com/a/890AJcT

If you want me to keep reporting spots like this, let me know. Either way I'll keep testing and tweaking the settings.
Thanks!

Settings -> How Light Interacts With the Map -> Less Light will make maps generally darker, including MAP02 and E3M7. That may point you in a good direction.

MAP02 has strange lighting given its flats and textures. There are no visible light sources at all at the start other than the glowing health potions. Indeed if anything water should reflect whatever ambient light that exists from hallway textures beyond either barrier. I'll have to check, but if Relighting can swap ceiling flats the upper ramp where zombies are chilling could have minimal ceiling light. Maybe. Otherwise it's interpreting author sector lighting.

However I'll check it out! I did notice the weird lighting in MAP02 generated by the mod's default settings.

This isn't to criticize canonical levels, which reflect sector-based lighting that makes it far too easy to ignore logical sourcing of light. Just pondering. :)

Update:

I checked this out and it's feasible to add ceiling flats for lights based on color settings. For example, in MAP02 the landing could have a ceiling flat like that in the computer room of the same level. This is something Relighting could do, although it would be far from perfect and change an author's texture selection to match sector lighting. Not sure that's a best approach, but it's possible.

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