Dynamic lights can be added as stand-alone light source items or defined and attached to things in a special lump. How to do both is explained in the documentation thread. Both are very straight forward. However, the dynamic stand-alone light sources allow you to set arguments like how red/green/blue they are. Thing arguments need you to be using the ZdoomHexen map format. I'm not sure if there are light objects for Doom mode maps.Boingo the Clown wrote:Also ... How does one add dynamic lights, and is it possible to attach them to certain objects? (i.e. Fixing it so that every ceiling light will cast a light.)
Attaching dynamic lights to an existing object is incredibly easy (and available in Doom mode). You define how you want the light to be - just a few lines of simple code - then define which frames for a given actor you want to use the light(s). If you grab the lights definition WAD from the download page, you'll see how it's done if you look at the doomdefs lump in the WAD.
If you want to DL a WAD that does something similar to what you have asked about (ceiling lights) I just released a WAD that takes advantage of just that. It's called Operation Overlord and you can find a link to it at the bottom of a page discussing crouching in GZdoom.
Documentation thread
http://forum.drdteam.org/viewtopic.php?t=231
Overlord
http://forum.drdteam.org/viewtopic.php?t=726
Oh, and if you are still using Wintex, my advice it to try another program. Wintex has severe limitations on what it can do, especially where new ports with custom lumps and features are concerned. You have already come up against one, and it won't be the last. Have you tried XWE or the lump management tools in DeePsea (not limited in the shareware version)?