The ultimate lightings for Gzdoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jive
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The ultimate lightings for Gzdoom

Post by Jive »

Here is my version of this fabulous file, giving OpenGl lightings (dynamic and static).
I changed some of the values for Doom, Hexen and Heretic (I don't care about Strife).

In the zip file, you will find:
- The map demo of all the lightings of Doom, visible and invisible.
- What can be done with a sign resized.
- My version of Lights.pk3
- My pleasure to share with you

http://gzdoom.doomwadstation.com/forum/ ... htings.zip

and here is a screenshot, sized 1056x795, jpg uncompressed, so that you can zoom it and study the lightings:

http://gzdoom.doomwadstation.com/forum/ ... htings.jpg

Graf, your port Gzdoom is simply the best !!! :trippy:
Last edited by Jive on Sat Nov 29, 2008 5:24, edited 1 time in total.
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Enjay
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Post by Enjay »

Some of these are quite nice - the little black candle, for example, is given much more life by having a flickering light. However the rapid flickering on the Doom2 tech lamps may well be quite a cool effect but I personally would reserve that for an occasional slightly-faulty lamp rather than all of them. The rapid flicker made me feel like I was going to have an epileptic fit - and I don't have epilepsy. :P
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Graf Zahl
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Post by Graf Zahl »

I have to agree with Enjay. This high frequency flicker is certainly seizure inducing. And the small candle flickers far too strongly. Also, why are the barrels acting as giant light bulbs? They aren't supposed to emit more than a faint glow.
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Post by Jive »

Did you ever had a look at a burning candle?!? :D
A candle is naturally flickering a lot !!

About the barrels, it's just a matter of personal taste, I guess ;)

Here, I gave what pleased ME, and, more importantly, the way to play around those values to make them being YOUR personal tastes.
Now, users know how to do.
You, Graf, you know it, of course. You gave us... let say values by default. But I thought that it was good to explain and to show what could me made when changing those values, and what value can be changed without a problem.
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Post by Induna »

Graf Zahl wrote:Also, why are the barrels acting as giant light bulbs? They aren't supposed to emit more than a faint glow.
He he. It's looks cosy Graf. Jive, I like the bright lights. Seeing as were in the festive season how about we make a christmas special, turn up all the lights and make it look like santa's grotto?

PS. In your screenshot, how did you manage to get all the different colours on the back wall?
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Post by Jive »

Induna wrote:PS. In your screenshot, how did you manage to get all the different colours on the back wall?
hehehe... Invisible sprites!!!
It's a feature offered by Zdoom (to make invisible or transparent a sprite). But the thing is physically there and is staying an obstacle, which is quite annoying.

A cool idea could be to make automatically a thing not being an obstacle, when we put it "invisible".
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Post by Induna »

I see. I tried the test wad you made. I agree with whay Enjay said about the flickering tech lamps. If look at them long enough you do feel a bit queasy. Imagine a room full of them! How come you didn't apply the flickering light to the three candle stand smae as the little black candle?

and what's the 'storage' thing about?
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Post by Induna »

Bloody hell, my spelling is awful.
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Post by Jive »

Induna wrote:and what's the 'storage' thing about?
answering another friend, in another thread, here:

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