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9083 - sector light What does it do?

Posted: Tue Mar 28, 2006 13:05
by Enjay
Can someone please tell me what the dynamic light object 9083 is supposed to do?

According to the documentation it is a "sector light" and accepts the usual parameters of RGB and a final one of "scale". However, after trying all sorts of things, I can't really figure out wht the item is really supposed to do or exactly how the "scale" parameter affects it. It sounds like it should be a really useful thing, but until I can work out exactly how it behaves I can't use it. Everything I've done so far gave me unexpected (from my POV) results. Any clues?

Posted: Tue Mar 28, 2006 14:12
by Graf Zahl
It does something relative to the sector's light level. But the only person who might help you is Timmie. I have never understood how this thing is supposed to work.

Posted: Tue Mar 28, 2006 14:25
by Enjay
OK, thanks, I'll go bug Timmie. ;)

Posted: Thu Mar 30, 2006 4:00
by Nash
Looking forward to find out how that thing really works - I've been playing around with it for quite awhile too, but couldn't really figure it out.

Hope you can post it here, Enjay. =)

Posted: Thu Mar 30, 2006 11:22
by SlayeR
I think it's meant to be a light that gets it's size from the sectors light level (with 'scale' being a scaling factor of some sort).

Posted: Thu Mar 30, 2006 19:31
by Enjay
Nash wrote:Hope you can post it here, Enjay. =)
Well, I gave Timmie a link to this thread so either he will post an explanation or I will. However...
SlayeR wrote:I think it's meant to be a light that gets it's size from the sectors light level (with 'scale' being a scaling factor of some sort).
Hmm... that does perhaps seem to fit with what I have experienced. Seems kind of pointless and disappointing too. Surely the same effect could be achieved with the other objects just as easily. :?

Posted: Fri Mar 31, 2006 17:09
by DaniJ
Sounds like something similar to the way that in Doomsday, individual lights can be configured so that their brightness, scale and color changes depending on the RGB color of the sector they are in.

For example, a light decoration attached to a flat eg CEIL1_2 can be setup so that the amount of light increases with sector light. Obviously this means the light would appear to dim as the sector light level reduces, without scripting or anything else.

I would imagine timmie did it like this so that none of; ACS, DECORATE or Hexen map format is a requirement.

Posted: Fri Mar 31, 2006 17:42
by Graf Zahl
Hexen map format is a requirement. This type still needs a light color definition and has additional options. Nobody working on ZDoom or derivatives is really considering Doom map format for new features. ;)

Posted: Fri May 19, 2006 19:27
by timmie
DaniJ wrote:Sounds like something similar to the way that in Doomsday, individual lights can be configured so that their brightness, scale and color changes depending on the RGB color of the sector they are in.

For example, a light decoration attached to a flat eg CEIL1_2 can be setup so that the amount of light increases with sector light. Obviously this means the light would appear to dim as the sector light level reduces, without scripting or anything else.

I would imagine timmie did it like this so that none of; ACS, DECORATE or Hexen map format is a requirement.
This is exactly what it's for, although it doesn't take the color from the sector, only the light level. The scale parameter is to scale the light level taken from the sector. Basically, it's supposed to be an easy way to add highlights to a sector without having to script the intensity of a light. They weren't really intended as a primary light source.