[no] Light from textures

Moderator: Graf Zahl

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nwbeeman
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[no] Light from textures

Post by nwbeeman »

In Doomsday textures can have lighting effects on them, for example, a switch in the off position would actually have green light comming from it) would it be possible to add this in GZDOOM with another lights lump. I would love to see lights on the switches, doors, etc.

And while i'm at it, there is no light for the "Evil Eye" sprite
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Graf Zahl
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Post by Graf Zahl »

Probably not. Automatic texture lighting is an incredibly expensive feature. Its only use is cheap 'enhancement' of existing maps. I'd rather make things that can be used by mappers.
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nwbeeman
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Post by nwbeeman »

Graf Zahl wrote:Probably not. Automatic texture lighting is an incredibly expensive feature. Its only use is cheap 'enhancement' of existing maps. I'd rather make things that can be used by mappers.
I'm glad that you see the mapping community takes percendence. The MARSWAR wad shows off your efforts quite well.
DaniJ
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Post by DaniJ »

I'd rather make things that can be used by mappers.
?
It can be used by mappers via a decorlight definition.
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solarsnowfall
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Post by solarsnowfall »

Or you can just place a point light in the appropriate position...
DaniJ
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Post by DaniJ »

Tell me which is easier - manually placing a point light in the required position for every instance of the texture on every map (and moving it countless number of times during level development) or writing a decorlight definition that takes what, 30 seconds?
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solarsnowfall
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Post by solarsnowfall »

You make it sound hopelessly more complicated than it actually is. I would think most mappers are happy enough with a meathod that isn't terribly difficult to begin with. I'll concede there could be some ease of use to being able to specify a lighting value for a given texture, but what if the mapper wanted different light levels for the same texture, that appears in several instances in the same map? Would the mapper not be limited there?
DaniJ
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Post by DaniJ »

True, in which case for that particular texture it makes more sense to use a dynlight object instead of the automatical texture light decorations. By offering both methods the level author can optimise his time without reduced functionality.

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