I have tried using Transfer_CeilingLight/Transfer_FloorLight specials on the control sectors for 3D constructs, but they don't seem to do anything. Is this a limitation of the GZDooM engine, or am I just doing it wrong?
[The way I do it is to assign a tag to the control sector, then use another control sector with the desired lighting and assign the transfer light special to one of the linedefs in the second control sector. In other words, virtually the same way I've used transfer light specials dozens of times before. And yes, I do realize that I need to transfer light to the floor of the 3D control sector when I want the "ceiling" of the 3D sector to be lighted up, and vice versa.]
I did a search on these forums for the issue but came up empty, so I don't know if this is simply not an issue or if others haven't tried to use this special in this way (hard to believe, as transfer light specials are such a common part of modding).
Transfer_CeilingLight/Transfer_FloorLight on 3D structures?
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- Rex Claussen
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Re: Transfer_CeilingLight/Transfer_FloorLight on 3D structur
This doesn't work because 3D floors directly access the light value of the control sector, not the floor and ceiling light values.
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Re: Transfer_CeilingLight/Transfer_FloorLight on 3D structur
Very good. Thanks for clarifying.
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Re: Transfer_CeilingLight/Transfer_FloorLight on 3D structur
Trying to think of a way to fake this. You could put another exceptionally thin, invisible and nonsolid 3D Floor directly above and underneath, and use the light inside those to force it back to the darker level.
Inversely: Make the destination sector fullbright, and darken the real walls and floor you don't want affected. This has thew only drawback that actors inside will be brightened also.
Also you could make a flat fullbright in GLDefs, but this won't help much once 3D Floors are in the ZDoom too. (Besides it would affect that flat everywhere.)
Inversely: Make the destination sector fullbright, and darken the real walls and floor you don't want affected. This has thew only drawback that actors inside will be brightened also.
Also you could make a flat fullbright in GLDefs, but this won't help much once 3D Floors are in the ZDoom too. (Besides it would affect that flat everywhere.)
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Re: Transfer_CeilingLight/Transfer_FloorLight on 3D structur
Some of my 3D sectors are sloped, so supplemental translucent/transparent 3D would not work. However, for flat 3D sectors your suggestion will do the trick. Thanks for the idea.NeuralStunner wrote:You could put another exceptionally thin, invisible and nonsolid 3D Floor directly above and underneath, and use the light inside those to force it back to the darker level.
I have already implemented the GLDEF brightness for most flats, and perhaps I ought to extend it to the ones in question here. Good idea. So far, however, the simplest work-around I have found is to place one or more dynamic lights close to the 3D surface I want brightened.Inversely: Make the destination sector fullbright, and darken the real walls and floor you don't want affected. This has thew only drawback that actors inside will be brightened also.
Also you could make a flat fullbright in GLDefs, but this won't help much once 3D Floors are in the ZDoom too. (Besides it would affect that flat everywhere.)
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Re: Transfer_CeilingLight/Transfer_FloorLight on 3D structur
Brings up an interesting idea: Since floor/ceiling lighting is possible in ZDoom, I wonder if it would be possible for software mode to have fullbrighting per flat...
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