Doom Dynamic Lights

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Doomguy0505
Posts: 40
Joined: Fri Jul 08, 2005 11:07

Doom Dynamic Lights

Post by Doomguy0505 »

It also does some cool stuff like plasma makes g and b instead of boring old b (b = blue, g = green)

DOOMDEFS:

Code: Select all

// -- -------------------------------------------------------
// ------------------ DOOM DYNAMIC LIGHTS ------------------
// ---------------------------------------------------------
// Created from scratch by Doomguy0505

// -------------
// -- Weapons --
// -------------

// 

// Bullet Puff
flickerlight BPUFF1
{
color 0.5 0.5 0.0
size 8
secondarySize 10
chance 0.8
}

flickerlight BPUFF2
{
color 0.5 0.5 0.0
size 4
secondarySize 5
chance 0.8
}

object BulletPuff
{
frame PUFFA { light BPUFF1 }
frame PUFFB { light BPUFF2 }
}

// Rocket
pointlight RMISL
{
color 1.0 0.7 0.0
size 56
}

pointlight RMISL_X1
{
color 1.0 0.0 0.0
size 64
}

pointlight RMISL_X2
{
color 1.0 0.0 0.0
size 32
}

pointlight RMISL_X3
{
color 1.0 0.0 0.0
size 16
}

object Rocket
{
frame MISLA { light RMISL }
frame MISLB { light RMISL_X1 }
frame MISLC { light RMISL_X2 }
frame MISLC { light RMISL_X3 }
}

// Plasma Ball
pointlight PLAS_1
{
color 0.0 0.0 1.0
size 32
}

pointlight PLAS_2
{
color 0.0 1.0 0.0
size 32
}

pointlight PLAS_X1
{
color 0.0 1.0 0.0
size 48
}

pointlight PLAS_X2
{
color 0.0 0.0 1.0
size 64
}

pointlight PLAS_X3
{
color 0.0 1.0 0.0
size 48
}

pointlight PLAS_X4
{
color 0.0 0.0 1.0
size 32
}

object PlasmaBall
{
frame PLSSA { light PLAS_1 }
frame PLSSB { light PLAS_2 }
frame PLSEA { light PLAS_X1 }
frame PLSEB { light PLAS_X2 }
frame PLSEC { light PLAS_X2 }
frame PLSED { light PLAS_X3 }
frame PLSEE { light PLAS_X4 }
}

// BFG Ball
pointlight BFG
{
color 0.0 1.0 0.0
size 80
}

pointlight BFG_X1
{
color 0.0 0.8 0.2
size 80
}

pointlight BFG_X2
{
color 0.0 0.6 0.4
size 104
}

pointlight BFG_X3
{
color 0.0 0.4 0.6
size 120
}

pointlight BFG_X5
{
color 0.0 0.2 0.8
size 48
}

object BFGBall
{
frame BFS1A { light BFG }
frame BFS1B { light BFG }
frame BFE1A { light BFG_X1 }
frame BFE1B { light BFG_X2 }
frame BFE1C { light BFG_X3 }
frame BFE1D { light BFG_X1 }
frame BFE1E { light BFG_X4 }
frame BFE1F { light BFG_X5 }
frame BFE2A { light BFG }
frame BFE2B { light BFG_X1 }
frame BFE2C { light BFG_X4 }
frame BFE2D { light BFG_X5 }
}

// -----------------
// -- Environment --
// -----------------

// Exploding Barrel

pulselight BARREL_EXPL
{
color 0.0 1.0 0.0
size 20
secondarySize 21
interval 1
}

object ExplosiveBarrel
{
frame BAR1 { light BARREL_EXPL }
frame BEXPC { light RMISL_X1 }
frame BEXPD { light RMISL_X2 }
frame BEXPE { light RMISL_X3 }
}

// Floor Lamp

pointlight LAMP_FLOOR
{
color 1.0 1.0 0.8
size 56
offset 0 44 0
}

object Collum
{
frame COLU { light LAMP_FLOOR }
}

// Small Tech Lamp

pulselight LAMP_SMALL
{
color 0.8 0.8 1.0
size 56
secondarySize 58
interval 0.4
offset 0 44 0
}

object TechLamp2
{
frame TLP2 { light LAMP_SMALL }
}

// Tall Tech Lamp

pulselight LAMP_BIG
{
color 0.8 0.8 1.0
size 64
secondarySize 66
interval 0.4
offset 0 72 0
}

object TechLamp
{
frame TLMP { light LAMP_BIG }
}

// Tall Red Torch

flickerlight2 TORCH_BIG_RED
{
color 1.0 0.0 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}

object RedTorch
{
frame TRED { light TORCH_BIG_RED }
}

// Tall Green Torch

flickerlight2 TORCH_BIG_GREEN
{
color 0.0 1.0 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}

object GreenTorch
{
frame TGRN { light TORCH_BIG_GREEN }
}

// Tall Blue Torch

flickerlight2 TORCH_BIG_BLUE
{
color 0.0 0.0 1.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}

object GreenTorch
{
frame TBLU { light TORCH_BIG_BLUE }
}

// Small Red Torch

flickerlight2 TORCH_SMALL_RED
{
color 1.0 0.0 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}

object ShortRedTorch
{
frame SMRT { light TORCH_SMALL_RED }
}

// Small Green Torch

flickerlight2 TORCH_SMALL_GREEN
{
color 0.0 1.0 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}

object ShortGreenTorch
{
frame SMGT { light TORCH_SMALL_GREEN }
}

// Small Blue Torch

flickerlight2 TORCH_SMALL_BLUE
{
color 0.0 0.0 1.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}

object ShortBlueTorch
{
frame SMBT { light TORCH_SMALL_BLUE }
}

// Burning Barrel

flickerlight2 BARREL_FIRE
{
color 0.5 0.5 0.0
size 48
secondarySize 54
interval 0.1
offset 0 32 0
}

object BurningBarrel
{
frame FCAN { light BARREL_FIRE }
}

// Skulls with Candles

flickerlight2 CANDLE_SKULLS
{
color 1.0 1.0 0.0
size 32
secondarySize 34
interval 0.1
offset 0 24 0
}

object HeadCandles
{
frame POL3 { light CANDLE_SKULLS }
}

// Candle

pointlight CANDLE_SMALL
{
color 1.0 1.0 0.0
size 16
offset 0 16 0
}

object Candlestick
{
frame CAND { light CANDLE_SMALL }
}

// Candelbra

pointlight CANDLE_BRA
{
color 1.0 1.0 0.0
size 48
offset 0 52 0
}

object Candelbra
{
frame CBRA { light CANDLE_BRA }
}

// Floor Lamp

pointlight LAMP_FLR
{
color 1.0 1.0 0.0
size 48
offset 0 52 0
}

object Column
{
frame COLU { light LAMP_FLR }
}

// -----------
// -- Items --
// -----------

// Soul Sphere (Blue Sphere)

pulselight ITEM_SOULSPHERE
{
color 0.0 0.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}

object SoulSphere
{
frame SOUL { light ITEM_SOULSPHERE }
}

// Invulnerability Sphere (Green Sphere}

pulselight ITEM_INVULN
{
color 0.0 1.0 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}

object InvulnerabilitySphere
{
frame PINV { light ITEM_INVULN }
}

// Blur Sphere (Red Sphere)

pointlight BLURSPHERE1
{
color 1.0 0.0 0.0
size 40
offset 0 16 0
}

pointlight BLURSPHERE2
{
color 0.0 0.0 1.0
size 32
offset 0 16 0
}

pointlight BLURSPHERE3
{
color 0.0 0.0 1.0
size 24
offset 0 16 0
}

pointlight BLURSPHERE4
{
color 0.0 0.0 1.0
size 16
offset 0 16 0
}

pointlight BLURSPHERE5
{
color 0.0 0.0 1.0
size 8
offset 0 16 0
}

object BlurSphere
{
frame PINS { light BLURSPHERE1 }
frame PINSA { light BLURSPHERE2 }
frame PINSB { light BLURSPHERE3 }
frame PINSC { light BLURSPHERE4 }
frame PINSD { light BLURSPHERE5 }
}

// Health Bonus

pulselight BONUS_HEALTH
{
color 0.0 0.0 0.6
size 16
secondarySize 18
interval 2.0
}

object HealthBonus
{
frame BON1 { light BONUS_HEALTH }
}

// Armour Bonus

pulselight BONUS_ARMOUR
{
color 0.0 0.6 0.0
size 16
secondarySize 14
interval 1.0
}

object ArmorBonus
{
frame BON2 { light BONUS_ARMOUR }
}

// Key Colours

pulselight KEY_BLUE
{
color 0.0 0.0 1.0
size 16
secondarySize 14
interval 1.0
}

pulselight KEY_RED
{
color 1.0 0.0 0.0
size 16
secondarySize 14
interval 1.0
}

pulselight KEY_YELLOW
{
color 0.5 0.5 0.0
size 16
secondarySize 14
interval 1.0
}

// Blue Keys

object BlueCard
{
frame BKEY { light KEY_BLUE }
}

object BlueSkull
{
frame BSKUL { light KEY_BLUE }
}

// Yellow Keys

object YellowCard
{
frame YKEY { light KEY_YELLOW }
}

object YellowSkull
{
frame YSKUL { light KEY_YELLOW }
}

// Red Keys

object RedCard
{
frame RKEY { light KEY_RED }
}

object RedSkull
{
frame RSKUL { light KEY_RED }
}

// Green Armour

pointlight ARMOUR_GREEN_1
{
color 0.0 0.6 0.0
size 48
}

pointlight ARMOUR_GREEN_2
{
color 0.0 0.6 0.0
size 32
}

object GreenArmor
{
frame ARM1A { light ARMOUR_GREEN_1 }
frame ARM1B { light ARMOUR_GREEN_2 }
}

// Blue Armour

pointlight ARMOUR_BLUE_1
{
color 0.0 0.0 0.6
size 48
}

pointlight ARMOUR_BLUE_2
{
color 0.0 0.0 0.6
size 32
}

object BlueArmor
{
frame ARM2A { light ARMOUR_BLUE_1 }
frame ARM2B { light ARMOUR_BLUE_2 }
}

// -------------
// -- Enemies --
// -------------

// XDeath Colour
pointlight XDETH
{
color 1.0 0.0 0.0
size 64
}

pointlight XDETH2
{
color 1.0 0.0 0.0
size 32
}

pointlight XDETH3
{
color 1.0 0.0 0.0
size 16
}

// Zombies

flickerlight2 ATK_ZOMBIE
{
color 0.5 0.5 0.0
size 48
secondarySize 56
interval 1
offset 0 40 0
}

flickerlight2 ATK_PLAY
{
color 0.5 0.5 0.0
size 48
secondarySize 56
interval 1
offset 0 40 0
}

object ZombieMan
{
frame POSSF { light ATK_ZOMBIE }
frame POSSM { light XDETH }
frame POSSN { light XDETH }
frame POSSO { light XDETH }
frame POSSP { light XDETH }
frame POSSQ { light XDETH }
frame POSSR { light XDETH }
frame POSSS { light XDETH2 }
frame POSST { light XDETH3 }
}

object ShotgunGuy
{
frame SPOSF { light ATK_ZOMBIE }
frame SPOSM { light XDETH }
frame SPOSN { light XDETH }
frame SPOSO { light XDETH }
frame SPOSP { light XDETH }
frame SPOSQ { light XDETH }
frame SPOSR { light XDETH }
frame SPOSS { light XDETH2 }
frame SPOST { light XDETH3 }
}

object ChaingunGuy
{
frame CPOSE { light ATK_ZOMBIE }
frame CPOSF { light ATK_ZOMBIE }
frame CPOSN { light XDETH }
frame CPOSO { light XDETH }
frame CPOSP { light XDETH }
frame CPOSQ { light XDETH }
frame CPOSR { light XDETH2 }
frame CPOSS { light XDETH3 }
}

// Doomguy

object DoomPlayer
{
frame PLAYF { light ATK_PLAY }
}

// Imp

object DoomImp
{
frame TROON { light XDETH }
frame TROOO { light XDETH }
frame TROOP { light XDETH }
frame TROOQ { light XDETH }
frame TROOR { light XDETH }
frame TROOS { light XDETH }
frame TROOT { light XDETH }
}

// Imp Fireball

pointlight BALL_DOOMIMP
{
color 1.0 0.0 0.0
size 64
}

// Imp Fireball Explosion

flickerlight BALL_DOOMIMP_X1
{
color 0.7 0.2 0.0
size 80
secondarySize 88
chance 0.25
}

flickerlight BALL_DOOMIMP_X2
{
color 0.4 0.0 0.0
size 96
secondarySize 104
chance 0.25
}

flickerlight BALL_DOOMIMP_X3
{
color 0.2 0.0 0.0
size 112
secondarySize 120
chance 0.25
}

object DoomImpBall
{
frame BAL1A { light BALL_DOOMIMP }
frame BAL1B { light BALL_DOOMIMP }
frame BAL1C { light BALL_DOOMIMP_X1 }
frame BAL1D { light BALL_DOOMIMP_X2 }
frame BAL1E { light BALL_DOOMIMP_X3 }
}

// Spectre

pointlight STATE_SPECTRE_IDLE
{
color 0.5 0.5 0.5
size 48
offset 0 24 0
}

object Spectre
{
frame SARG { light STATE_SPECTRE_IDLE }
}

// Cacodemon Fireball

flickerlight BALL_CACO
{
color 1.0 0.2 0.6
size 56
secondarySize 64
chance 0.5
}

flickerlight BALL_CACO_X1
{
color 0.9 0.1 0.4
size 72
secondarySize 80
chance 0.25
}

flickerlight BALL_CACO_X2
{
color 0.6 0.0 0.1
size 88
secondarySize 96
chance 0.25
}

flickerlight BALL_CACO_X3
{
color 0.3 0.0 0.0
size 104
secondarySize 112
chance 0.25
}

object CacodemonBall
{
frame BAL2A { light BALL_CACO }
frame BAL2B { light BALL_CACO }
frame BAL2C { light BALL_CACO_X1 }
frame BAL2D { light BALL_CACO_X2 }
frame BAL2E { light BALL_CACO_X3 }
}

// Baron / Hell Knight

// State: Idle/Walking

pointlight STATE_BARON_IDLE
{
color 0.0 0.3 0.0
size 32
}

// State: Pain

pointlight STATE_BARON_PAIN
{
color 1.0 0.0 0.0
size 32
}

// State: Attack

pointlight STATE_BARON_ATK_1
{
color 0.0 1.0 0.0
size 32
}

pointlight STATE_BARON_ATK_2
{
color 0.0 1.0 0.0
size 48
}
pointlight STATE_BARON_ATK_3
{
color 0.0 1.0 0.0
size 64
}

// State: Death

pointlight STATE_BARON_DEATH_1
{
color 1.0 0.0 0.0
size 32
}

pointlight STATE_BARON_DEATH_2
{
color 1.0 0.0 0.0
size 16
}

pointlight STATE_BARON_DEATH_3
{
color 1.0 0.0 0.0
size 8
}

pointlight STATE_BARON_DEATH_4
{
color 1.0 0.0 0.0
size 4
}

pointlight STATE_BARON_DEATH_5
{
color 1.0 0.0 0.0
size 2
}

object BaronOfHell
{
frame BOSSA { light STATE_BARON_IDLE }
frame BOSSB { light STATE_BARON_IDLE }
frame BOSSC { light STATE_BARON_IDLE }
frame BOSSD { light STATE_BARON_IDLE }
frame BOSSE { light STATE_BARON_ATK_1 }
frame BOSSF { light STATE_BARON_ATK_2 }
frame BOSSG { light STATE_BARON_ATK_3 }
frame BOSSH { light STATE_BARON_PAIN }
frame BOSSI { light STATE_BARON_DEATH }
frame BOSSJ { light STATE_BARON_DEATH }
frame BOSSK { light STATE_BARON_DEATH_2 }
frame BOSSL { light STATE_BARON_DEATH_3 }
frame BOSSM { light STATE_BARON_DEATH_4 }
frame BOSSN { light STATE_BARON_DEATH_5 }
}

object HellKnight
{
frame BOS2A { light STATE_BARON_IDLE }
frame BOS2B { light STATE_BARON_IDLE }
frame BOS2C { light STATE_BARON_IDLE }
frame BOS2D { light STATE_BARON_IDLE }
frame BOS2E { light STATE_BARON_ATK_1 }
frame BOS2F { light STATE_BARON_ATK_2 }
frame BOS2G { light STATE_BARON_ATK_3 }
frame BOS2H { light STATE_BARON_PAIN }
frame BOS2I { light STATE_BARON_DEATH }
frame BOS2J { light STATE_BARON_DEATH }
frame BOS2K { light STATE_BARON_DEATH_2 }
frame BOS2L { light STATE_BARON_DEATH_3 }
frame BOS2M { light STATE_BARON_DEATH_4 }
frame BOS2N { light STATE_BARON_DEATH_5 }
}

// Baron / Hell Knight Fireball

pointlight BALL_BARON
{
color 0.0 1.0 0.0
size 64
}

flickerlight BALL_BARON_1
{
color 0.0 0.7 0.0
size 80
secondarySize 88
chance 0.25
}

flickerlight BALL_BARON_2
{
color 0.0 0.4 0.0
size 96
secondarySize 104
chance 0.25
}

flickerlight BALL_BARON_3
{
color 0.0 0.2 0.0
size 112
secondarySize 120
chance 0.25
}

object BaronBall
{
frame BAL7A { light BALL_BARON }
frame BAL7B { light BALL_BARON }
frame BAL7C { light BALL_BARON_1 }
frame BAL7D { light BALL_BARON_2 }
frame BAL7E { light BALL_BARON_3 }
}

// Lost Soul

flickerlight STATE_SOUL_IDLE
{
color 1.0 0.3 0.0
size 56
secondarysize 64
chance 0.1
}

flickerlight STATE_SOUL_DEATH_1
{
color 0.8 0.3 0.0
size 72
secondarySize 80
chance 0.25
}

flickerlight STATE_SOUL_DEATH_2
{
color 0.6 0.2 0.0
size 88
secondarySize 96
chance 0.25
}

flickerlight STATE_SOUL_DEATH_3
{
color 0.4 0.1 0.0
size 104
secondarySize 112
chance 0.25
}

flickerlight STATE_SOUL_DEATH_4
{
color 0.2 0.0 0.0
size 112
secondarySize 120
chance 0.25
}

object LostSoul
{
frame SKULA { light STATE_SOUL_IDLE }
frame SKULB { light STATE_SOUL_IDLE }
frame SKULC { light STATE_SOUL_IDLE }
frame SKULD { light STATE_SOUL_IDLE }
frame SKULE { light STATE_SOUL_IDLE }
frame SKULF { light STATE_SOUL_IDLE }
frame SKULG { light STATE_SOUL_IDLE }
frame SKULH { light STATE_SOUL_DEATH_1 }
frame SKULI { light STATE_SOUL_DEATH_2 }
frame SKULJ { light STATE_SOUL_DEATH_3 }
frame SKULK { light STATE_SOUL_DEATH_4 }
}

// Mancubus

pointlight STATE_FATT_ATK
{
color 0.5 0.5 0.0
size 64
}

object Mancubus
{
frame FATTH { light STATE_FATT_ATK }
}

// Macubus Fireball

object FatShot
{
frame MANFA { light BALL_DOOMIMP }
frame MANFB { light BALL_DOOMIMP }
frame MISLB { light RMISL_X1 }
frame MISLC { light RMISL_X2 }
frame MISLD { light RMISL_X3 }
}

// Arachnotron

pointlight STATE_BSPI_ATK_1
{
color 0.5 0.5 0.0
size 56
}

pointlight STATE_BSPI_ATK_2
{
color 0.5 0.5 0.0
size 64
}

object Arachnotron
{
frame BSPIG { light STATE_BSPI_ATK_1 }
frame BSPIH { light STATE_BSPI_ATK_2 }
}

// Archnotron Fireball

pointlight BALL_PLAS_1
{
color 0.5 0.5 0.0
size 56
}

pointlight BALL_PLAS_2
{
color 0.0 1.0 0.0
size 56
}

flickerlight BALL_PLAS_X1
{
color 0.5 0.5 0.0
size 72
secondarySize 80
chance 0.3
}

flickerlight BALL_PLAS_X2
{
color 0.0 1.0 0.0
size 88
secondarySize 96
chance 0.3
}

flickerlight BALL_PLAS_X3
{
color 0.5 0.5 0.0
size 48
secondarySize 32
chance 0.3
}

flickerlight BALL_PLAS_X4
{
color 0.0 1.0 0.0
size 24
secondarySize 16
chance 0.3
}

object ArachnotronPlasma
{
frame APLSA { light BALL_PLAS_1 }
frame APLSB { light BALL_PLAS_2 }
frame APBXA { light BALL_PLAS_X1 }
frame APBXB { light BALL_PLAS_X2 }
frame APBXC { light BALL_PLAS_X2 }
frame APBXD { light BALL_PLAS_X3 }
frame APBXE { light BALL_PLAS_X4 }
}

// Revenant Tracer

pointlight BALL_REVN_1
{
color 1.0 0.0 0.0
size 48
}

pointlight BALL_REVN_2
{
color 0.5 0.5 0.0
size 48
}

flickerlight BALL_REVN_X1
{
color 1.0 0.2 0.0
size 64
secondarySize 72
chance 0.25
}

flickerlight BALL_REVN_X2
{
color 0.6 0.0 0.0
size 80
secondarySize 88
chance 0.25
}

flickerlight BALL_REVN_X3
{
color 0.3 0.0 0.0
size 96
secondarySize 104
chance 0.25
}

object RevenantTracer
{
frame FATBA { light BALL_REVN_1 }
frame FATBB { light BALL_REVN_2 }
frame FBXPA { light BALL_REVN_X1 }
frame FBXPB { light BALL_REVN_X2 }
frame FBXPC { light BALL_REVN_X3 }
}

flickerlight FIRE_ARCH_1
{
color 1.0 1.0 0.0
size 24
secondarySize 32
chance 0.3
offset 0 8 0
}

flickerlight FIRE_ARCH_2
{
color 1.0 1.0 0.0
size 40
secondarySize 48
chance 0.3
offset 0 24 0
}

flickerlight FIRE_ARCH_3
{
color 1.0 1.0 0.0
size 64
secondarySize 72
chance 0.3
offset 0 32 0
}

flickerlight FIRE_ARCH_4
{
color 0.8 0.8 0.0
size 64
secondarySize 72
chance 0.3
offset 0 40 0
}

flickerlight FIRE_ARCH_5
{
color 0.8 0.8 0.0
size 64
secondarySize 72
chance 0.3
offset 0 48 0
}

flickerlight FIRE_ARCH_6
{
color 0.6 0.6 0.0
size 48
secondarySize 56
chance 0.3
offset 0 64 0
}

flickerlight FIRE_ARCH_7
{
color 0.4 0.4 0.0
size 32
secondarySize 40
chance 0.3
offset 0 72 0
}

flickerlight FIRE_ARCH_8
{
color 0.2 0.2 0.0
size 16
secondarySize 24
chance 0.3
offset 0 80 0
}

pulselight FIRE_ARCH_RES
{
color 0.6 0.0 0.0
size 64
secondarySize 70
interval 0.5
offset 0 36 0
}

object Archvile
{
frame VILEH { light FIRE_ARCH_1 }
frame VILEI { light FIRE_ARCH_2 }
frame VILEJ { light FIRE_ARCH_3 }
frame VILEK { light FIRE_ARCH_4 }
frame VILEL { light FIRE_ARCH_4 }
frame VILEM { light FIRE_ARCH_4 }
frame VILEN { light FIRE_ARCH_5 }
frame VILEO { light FIRE_ARCH_6 }
frame VILEP { light FIRE_ARCH_7 }
frame VILE[ { light FIRE_ARCH_RES }
frame VILE\ { light FIRE_ARCH_RES }
frame VILE] { light FIRE_ARCH_RES }
}

pointlight STATE_CYBR_ATK
{
    color 1.0 0.0 0.0
    size 64
}


object Cyberdemon
{
frame CYBRF { light STATE_CYBR_ATK }
}

// -------------
// -- Effects --
// -------------

// Teleport Fog

flickerlight DTFOG1
{
color 0.4 1.0 0.4
size 56
secondarySize 64
chance 0.4
}

flickerlight DTFOG2
{
color 0.4 1.0 0.4
size 40
secondarySize 48
chance 0.4
}

flickerlight DTFOG3
{
color 0.4 1.0 0.4
size 24
secondarySize 32
chance 0.4
}

flickerlight DTFOG4
{
color 0.4 1.0 0.4
size 10
secondarySize 16
chance 0.4
}

object TeleportFog
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}
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BlazingPhoenix
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Post by BlazingPhoenix »

this gets me wondering, can you create Dynamic Lights for DECORATE stuff?
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Enjay
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Post by Enjay »

Yes, of course you can.
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Syfo-Dyas
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Post by Syfo-Dyas »

Ok, what is Decorate and where do I learn how to take advantage of it?
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Doomguy0505
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Post by Doomguy0505 »

KingofFlames wrote:this gets me wondering, can you create Dynamic Lights for DECORATE stuff?

Code: Select all

object Class
{
frame framename { light lightname }
}
Class - The class
framename - The name of this frame (eg. TFOG, TROO, TROOA)
lightname - A light which you have defined
SlayeR
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Post by SlayeR »

Hehe, i'm looking forward to seeing some new DECORATE stuff with dynamic lights ;)

I would have done some myself but I haven't really had time to check out DECORATE properly . I was going to make some light definitions for the monster resource wad, but nothing really came of it. Oh, and if anyone feels like making some 'default' light definitions for Strife, go ahead. I started some, but I really don't know the game well enough to do it properly.
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Doomguy0505
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Post by Doomguy0505 »

whatever you do, don't use non existing sprites and definetely not NULL!!!
use a 1 x 1 cyan pic in place :D
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Graf Zahl
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Post by Graf Zahl »

No, use TNT1 for empty sprites. The engine knows about it and doesn't even attempt to process it. Even a 1x1 empty sprite will create the full processing overhead of handling a sprite.
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Doomguy0505
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Post by Doomguy0505 »

What if some idiot decided to make a TNT1A0 sprite in the wad?
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Graf Zahl
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Post by Graf Zahl »

It will be ignored. TNT1A0 is locked to index 0 which is always invisible.
Locked

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