Is it just me or...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Is it just me or...

Post by Nash »

Does GZDoom support glowing textures?

I was playing this and noticed the water is glowing blue.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Right conclusion: wrong reason.

GZdoom does support glowing textures (kind of) it's an in development feature. It looks really cool unless you have a sloped wall that is affected by the glow then it messes up. A real shame because it looks great.

However (and I thought the same thing until I checked) this wad uses dynamic lights to create the effect.

Oh, and I know you're bound to want to know, so here's what Graf said about Glowing flats some time ago:
Regarding the glowing flats effect.

yes, that effect is supported. Just add a GLOWDEFS lump which lists all the flats that are supposed to be glowing. Please note that this doesn't work properly with slopes yet! Plus I'd like to improve it so you can explicitly set the color per flat as opposed to using the normalized average.

Code:

Flats
{
LAVA1
LAVA2
LAVA3
LAVA4
NUKAGE1
NUKAGE2
NUKAGE3
BLOOD1
BLOOD2
BLOOD3
}

You have to specify it in MAPINFO. I didn't want to make it global for all maps. Please note that currently it doesn't work for sectors with slopes which is why I haven't officially documented it. It's really just some unfinished development garbage from an attempt to get the Doom64TC levels to work.

If you don't mind creating an incompatibility with ZDoom just add

GLOWDEFS "GLOWDEFS" to the defaultmap section.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Thanks...
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Can't get it to work. :/ Help, please.

MAPINFO:

Code: Select all

defaultmap
GLOWDEFS "GLOWDEFS"
GLOWDEFS:

Code: Select all

Flats 
{ 
LAVA1 
LAVA2 
LAVA3 
LAVA4 
NUKAGE1 
NUKAGE2 
NUKAGE3 
BLOOD1 
BLOOD2 
BLOOD3 
}
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

And in case someone wonders why there's some strance HOM effect, that's because this WAD uses stacked sectors improperly.
User avatar
justin023
Posts: 165
Joined: Wed Sep 21, 2005 10:51
Location: Illinois
Contact:

Post by justin023 »

Glowing Flats? I have to use this. Something GZDoom really needs is dynamic lights attached to textures. Doomsday already has this and it looks sweet.
Last edited by justin023 on Tue Mar 07, 2006 0:23, edited 1 time in total.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

[quote="Nash"]Can't get it to work. :/ Help, please.

MAPINFO:

Code: Select all

defaultmap
GLOWDEFS "GLOWDEFS"

defaultmap only affects levels coming after the definition. It won't affect any of the default map definitions.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

I copy and pasted the entire DOOM II MAPINFO after my defaultmap section.

Still doesn't work.

EDIT: Oh, I was constantly checking MAP02 for the effect. Water isn't supposed to glow though. Yeah it works for the other flats; thanks.
Locked

Return to “GZDoom”