GZDoom 4.11 removed a bunch of the legacy light modes. This restores them as an addon.
I find the ability to change between the legacy light modes essential whenever I'm working on my maps. I'm constantly evaluating what mode I want, and it doesn't help when the option is missing and I can't remember what the number is that I used previously for gl_maplightmode.
This includes the usual "Bright", "Dark", "Doom", "Build", etc.
Keep in mind, this should be used for testing only and the internal cvar always resets to inactive when starting GZDoom again. This just makes it a little easier to cycle through.
Also, "Vanilla" and "Classic" are no longer present for selection here. Those are in the official sector lighting modes.
So here you go. Just run it with GZDoom and change the option in the menu at the bottom.
[For Mappers]Legacy Light Mode Option
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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.
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Re: [For Mappers]Legacy Light Mode Option
Thanks for this!
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Re: [For Mappers]Legacy Light Mode Option
I have a question regarding lighting in GZDoom.
I noticed the other day when I was switching a map pack over from DSDA Doom to GZDoom, and loading the save I was at, that DSDA Doom's standard lighting is much better than GZDoom's by default.
I took screenshots of both to demonstrate:
https://drive.google.com/file/d/1lvwHjG ... sp=sharing
This is the DSDA version with standard lighting. DSDA Doom tries to emulate Doom the way it originally looked and sounded as close as it can, and I do remember Doom back in the 90s having this bright type of feel to the maps environments when I played it on old 486s and whatnot. There is not even a gamma or brightness adjustment in DSDA Doom, only F11 which toggles between brightness modes 1 through 4. This is the standard first one (the darkest).
https://drive.google.com/file/d/1Yx5Dpc ... sp=sharing
Now here is GZDoom current version, with gamma even set to 1.10 (it would even be darker with 1.0 gamma setting). Why does it look so dark? It's like im inside of a butt. Why are they going for this style in GZDoom now?
So my question is this:
Is there a proper lighting setting in GZDoom to emulate the lighting and brightness/gamma/saturation the way it looks in DSDA Doom there? Can we do this without the mod listed here? But if the mod is needed, if you could direct me to the proper settings within the mod to get it to match the lighting style and levels of the DSDA version there, that would be fantastic. Otherwise I could try and take hours tweaking it myself trying to get it close. But maybe you already know the proper adjustments or methods. Thanks for any help!
I noticed the other day when I was switching a map pack over from DSDA Doom to GZDoom, and loading the save I was at, that DSDA Doom's standard lighting is much better than GZDoom's by default.
I took screenshots of both to demonstrate:
https://drive.google.com/file/d/1lvwHjG ... sp=sharing
This is the DSDA version with standard lighting. DSDA Doom tries to emulate Doom the way it originally looked and sounded as close as it can, and I do remember Doom back in the 90s having this bright type of feel to the maps environments when I played it on old 486s and whatnot. There is not even a gamma or brightness adjustment in DSDA Doom, only F11 which toggles between brightness modes 1 through 4. This is the standard first one (the darkest).
https://drive.google.com/file/d/1Yx5Dpc ... sp=sharing
Now here is GZDoom current version, with gamma even set to 1.10 (it would even be darker with 1.0 gamma setting). Why does it look so dark? It's like im inside of a butt. Why are they going for this style in GZDoom now?
So my question is this:
Is there a proper lighting setting in GZDoom to emulate the lighting and brightness/gamma/saturation the way it looks in DSDA Doom there? Can we do this without the mod listed here? But if the mod is needed, if you could direct me to the proper settings within the mod to get it to match the lighting style and levels of the DSDA version there, that would be fantastic. Otherwise I could try and take hours tweaking it myself trying to get it close. But maybe you already know the proper adjustments or methods. Thanks for any help!
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Re: [For Mappers]Legacy Light Mode Option
All this does is simply bring back the options, nothing more. That would require a lot more investment than what this was intended for.
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Re: [For Mappers]Legacy Light Mode Option
I gotcha. I figured out that the command you're using is r_lightmapmode 1 through 6. But your mod describes what each is.
Well after doing extensive testing tabbing between DSDA Doom and GZDoom in the same area of the map, I realized that none of the legacy light modes quite get it looking as DSDA Doom does. The closest ones are mode 4 and 1, but those don't have the shading effects on certain wall angles which GZDoom adds. And actually DSDA Doom has those as well, so they are using GZDoom's lighting for their lighting, not classic Doom lighting modes.
So the only mode to use to replicate DSDA Doom's look is gl_maplightmode 6 (GZDoom's standard lighting) and then from what I could figure out under display settings:
gamma 1.10, brightness 1.10, contrast 1.1 or 1.15 (1.2 is too strong), saturation 1.0
This now looks very close to DSDA Doom's style. However something else they are doing is having certain floor textures like oceans of blood look brighter and more lit in DSDA Doom. Not sure how they are doing this versus GZDoom but it's something custom they have added in their lighting setup. It's very nice and reminds me of the look of original Doom. It's too bad it can't be replicated in GZDoom without putting up all the other lighting levels higher, ruining the otherwise lighting of maps.
The map I was testing in was Plutonia 2 map 20. There's nice outdoor scenes and an ocean of blood.
Well anyway that's where I will leave my GZDoom settings. Looks pretty good to me. I stopped using DSDA Doom because it has a PC speaker bug where the PC speaker is emitting low level pitches as you traverse maps. Somehow they didn't deactivate the PC speaker when using modern audio outputs. It's really quite bizarre. GZDoom is the only way
Well after doing extensive testing tabbing between DSDA Doom and GZDoom in the same area of the map, I realized that none of the legacy light modes quite get it looking as DSDA Doom does. The closest ones are mode 4 and 1, but those don't have the shading effects on certain wall angles which GZDoom adds. And actually DSDA Doom has those as well, so they are using GZDoom's lighting for their lighting, not classic Doom lighting modes.
So the only mode to use to replicate DSDA Doom's look is gl_maplightmode 6 (GZDoom's standard lighting) and then from what I could figure out under display settings:
gamma 1.10, brightness 1.10, contrast 1.1 or 1.15 (1.2 is too strong), saturation 1.0
This now looks very close to DSDA Doom's style. However something else they are doing is having certain floor textures like oceans of blood look brighter and more lit in DSDA Doom. Not sure how they are doing this versus GZDoom but it's something custom they have added in their lighting setup. It's very nice and reminds me of the look of original Doom. It's too bad it can't be replicated in GZDoom without putting up all the other lighting levels higher, ruining the otherwise lighting of maps.
The map I was testing in was Plutonia 2 map 20. There's nice outdoor scenes and an ocean of blood.
Well anyway that's where I will leave my GZDoom settings. Looks pretty good to me. I stopped using DSDA Doom because it has a PC speaker bug where the PC speaker is emitting low level pitches as you traverse maps. Somehow they didn't deactivate the PC speaker when using modern audio outputs. It's really quite bizarre. GZDoom is the only way