Block dyn lights for stacked sectors
Moderator: GZDoom Developers
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- Posts: 559
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Block dyn lights for stacked sectors
When making stacked sectors, dynamic lights and especially big ones that belong to one "sector" bleed into the geometry of another. It's quite logical sometimes but if I simulate sun with a big radius dyn light in the outdoor area this would bleed into the interiors making all the light work in vain and look bad. So is there a way to add a special actor on top of a stacked sector that would add certain dyn ligts thing number or tag on the list to exclude them from lighting?
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Re: Block dyn lights for stacked sectors
I wish there was (and something similar for ambient sounds too), but I think I’ve seen this discussed before and that there was no way to do it (or not easily at least). But I could be wrong.
Anyway, I resolved similar problems with an ambient sound by changing the lower sectors’ ceiling/floor height to something like 2000 units below the upper sectors. Maybe more than that, cause the sound was supposed to be heard for quite a distance along the x/y axes, but not vertically. This also made the elevator ride between the sections a lot longer, but I was okay with that in my case and just sped up the elevator.
Not sure if that would help with your scenario though..
Anyway, I resolved similar problems with an ambient sound by changing the lower sectors’ ceiling/floor height to something like 2000 units below the upper sectors. Maybe more than that, cause the sound was supposed to be heard for quite a distance along the x/y axes, but not vertically. This also made the elevator ride between the sections a lot longer, but I was okay with that in my case and just sped up the elevator.
Not sure if that would help with your scenario though..
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- Posts: 559
- Joined: Sat Sep 23, 2017 8:42 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
Re: Block dyn lights for stacked sectors
Must be a nice trick, thanks.