Dynamic Lights.

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ExtremeMachine
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Dynamic Lights.

Post by ExtremeMachine »

Hey !

I'm atm making a map, and using dynamic ligths in it, it looks awesome :D. But i also get a big problem that pretty much destroys alot..

When i add a dynamic light in a sector, the light also affect sectors next to it. I can't lower the strenght too much, i alrdy lowered it alot, still the light goes throw wall. Is there by any chance a configuration you can do too change this? If, it would be awesome!

Regards!
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Jive
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Post by Jive »

very old problem, being present also with Doom Legacy.
Did you try to put several walls separating from the light?
The light won't go through 2 walls, separated by a void.
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Jive
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Post by Jive »

That said, a bunch of wads are using this possibility to see some light passing through walls. This is giving the illusion that some walls are radiating light.

Fixing this problem would ruin lots of wads...

Using a new tag for solid walls could be the solution.
Idea: to put a "reflexive" tag on a wall to prevent light to go through it, like sounds are blocked by some linedefs having the correct effect.
ExtremeMachine
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Post by ExtremeMachine »

Jive wrote:That said, a bunch of wads are using this possibility to see some light passing through walls. This is giving the illusion that some walls are radiating light.

Fixing this problem would ruin lots of wads...

Using a new tag for solid walls could be the solution.
Idea: to put a "reflexive" tag on a wall to prevent light to go through it, like sounds are blocked by some linedefs having the correct effect.
Ok, i dont rlly understand what u ment with reflexive? Could u by any chance show me ? I've uploaded one map, if someone could change to "reflexive".

http://www.zshare.net/download/516110784837f863/
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Jive
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Post by Jive »

I was asking for a new cvar !!!
It don't exist yet !!!
I was imagining a new way to make walls reflecting lights: a new feature, don't ruining already built maps using voluntarily this "bug" for the purpose to embed their work.
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Jive
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Post by Jive »

Here is an example: it's a version 3 made by me of 2002ADO (v2). I'm actually waiting the answer of the authors before releasing it, but I don't have yet any answer... Thus, I wrote an email to the whole team...
Anyway, here is the same room before and after my edition

Image

Image

And now, imagine what would happen after a fix preventing light to bypass walls, even when it was made voluntarily.
ExtremeMachine
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Post by ExtremeMachine »

sorry i missread your text.

And yes such a feature would be awesome !
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Induna
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Post by Induna »

This anomaly gives away secrets too. When somebody hides a soulsphere or armor you can see the glow coming through the wall.
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Enjay
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Post by Enjay »

It also gives away traps that have lost souls hidden in them. However, the other side of that coin is that some people like the extra clue. ;)

GZdoom isn't alone in this "light bleeding" issue. Lots of games, some of which were designed from the very start to have dynamic lights, show the problem and a good number of them do not handle it as well as GZdoom does.
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Jive
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Post by Jive »

It's up to us, mappers, to take account of this... "problem" (not for me) and to move the object emitting light more away from the walls.
For the already existing maps...

A possibility: a linedef making lowering with no delay the room where are the lighted object(s) (the light has a size), another one making it coming back where it was, when the player is knocking the wall, or bypassing the activating linedef opening the room.

- if there is a linedef making opening the room, do add another linedef making firstly coming back the room to its position
- if the linedef making opening the room is the wall itself, do add a linedef very close to the wall making it coming back the room to its position
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