Dynamic Lights Help.

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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TheGreatWhiteDope
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Joined: Fri Jul 14, 2006 19:51

Dynamic Lights Help.

Post by TheGreatWhiteDope »

I don't understand how to make dynamic lights, you can link me to a wiki or point me to the stickies but I still won't understand it. Can someone please either make an example WAD or in-depth describe how to use them? I'd prefer an example and I think that would also be easier on whoever (If anyone. :P) helps me. Thanks in advance.
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Shinjanji
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Post by Shinjanji »

Demonstrates:

Static white light
Static colored light
Sector brightness relative light (Phased light sector)
Attachments
zomgdynamiclights.zip
(1.08 KiB) Downloaded 136 times
TheGreatWhiteDope
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Post by TheGreatWhiteDope »

Wow, that was incredibly easy, I feel stupid now.. :P Thanks for you help. xP
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Boingo the Clown
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Post by Boingo the Clown »

Quick Question:

Do the dynamic lights in GZDooM make openGL cracks light up like they do in Legacy?

I hope not.
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Graf Zahl
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Post by Graf Zahl »

There are no cracks like in Legacy. They are the result of a cheap and imprecise algorithm to polygonize sectors. GL nodes work differenly.

But even if there were - no. GZDoom's light polygons are always the same as the walls.
TheGreatWhiteDope
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Post by TheGreatWhiteDope »

Well, since it's about the topic of the thread, I figure I'll ask another question to bug you guys with. :P Is there any way that I can keep the light from going through walls? Like linedefs having a property "Block Light" or something.. That would be nice.
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Graf Zahl
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Post by Graf Zahl »

No. Doom's level data is insufficient to do proper light clipping. You'd need much more complex data structures to handle that properly.
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Flame Spawn
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Post by Flame Spawn »

Speaking of Dynamic Lights, for some reason, my Pulsing Lights don't work anymore. :?
jflkbob
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Post by jflkbob »

Flame Spawn, is the angle set to 90?
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Flame Spawn
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Post by Flame Spawn »

Uh, no...why does it have to be set to 90? 0_o
jflkbob
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Post by jflkbob »

i don't know why, but it works on 90. i think it has to do with the pulsing speed.
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Flame Spawn
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Post by Flame Spawn »

Alright, thanks. :)

[EDIT taken out]
Last edited by Flame Spawn on Wed Jul 26, 2006 15:29, edited 1 time in total.
jflkbob
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Post by jflkbob »

any time :p
Hell_Best
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Post by Hell_Best »

add this in script

thing 9800 "Point Light"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity"
}

thing 9801 "Pulse Light"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Pulse time"
}

thing 9802 "Flicker Light"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Probability of Intensity 2"
}

thing 9803 "Sector Light"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Scale"
}

thing 9804 "Random Flicker Light"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Flicker interval"
}

thing 9810 "Point Light Additive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity"
}

thing 9811 "Pulse Light Additive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Pulse time"
}

thing 9812 "Flicker Light Additive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Probability of Intensity 2"
}

thing 9813 "Sector Light Additive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Scale"
}

thing 9814 "Random Flicker Light Additive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Flicker interval"
}

thing 9820 "Point Light Subtractive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity"
}

thing 9821 "Pulse Light Subtractive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Pulse time"
}

thing 9822 "Flicker Light Subtractive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Probability of Intensity 2"
}

thing 9823 "Sector Light Subtractive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Scale"
}

thing 9824 "Random Flicker Light Subtractive"
{
arg1 "Red"
arg2 "Green"
arg3 "Blue"
arg4 "Intensity 1"
arg5 "Intensity 2"
angle "Flicker interval"
}

Vavoom's light types can also be used but they work like regular dynamic lights.


thing 1502 "Vavoom static white light"
{
arg1 "Radius"
}

thing 1503 "Vavoom static colored light"
{
arg1 "Radius"
arg2 "Red"
arg3 "Green"
arg4 "Blue"
}
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