Concerning Sector Lights

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Concerning Sector Lights

Post by Tormentor667 »

Dear GZDoomers,
I have a simple question concerning dynamic lights: Right now, when I place lights in my map, the look like this:
http://img115.imageshack.us/img115/2600/doom00017sm.jpg
White Light has such a strange blurr, as it colors the surrounding areas (light level = 80) with white and gray instead of simply brightening the walls and floors up to make them look like 255 brightness!
I want them to look like this:
http://www.wadsinprogress.info/image.php?wad=733&shot=2
What to do?
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Paul
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Post by Paul »

Turn off additive lighting. It's in the opengl lighting options in display.

Force additive lighting = OFF

This occures automatically if you have fog in the area with lights. Though.
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Tormentor667
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Post by Tormentor667 »

The problem is, in some areas the Additive Lighting looks quite cool, in other areas it doesn't (dark ones), I don't want to have this setting globally, it would be better to be unique for each dynamic light!
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Post by Tormentor667 »

BTW: Is this Standard = on?
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Paul
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Post by Paul »

Some lights are, others don't-AFAIK, not posisble.

Standard - no. Default is Off
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Graf Zahl
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Post by Graf Zahl »

Tormentor667 wrote:The problem is, in some areas the Additive Lighting looks quite cool, in other areas it doesn't (dark ones), I don't want to have this setting globally, it would be better to be unique for each dynamic light!

You can. Thing types 9810-9815 are additive lights.
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Paul
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Post by Paul »

oh
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Tormentor667
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Post by Tormentor667 »

Awesome, thx Graf Zahl :)
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