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Nukage floor

Posted: Tue Apr 25, 2006 4:15
by DoomGuy
I was wondering if anyone could direct me to or tell me the method used to make the Nukage floor give off it's own light. I use DeePsea 12.13 with R3Dedit 1.6.33 and GZDoom v 2.0.99 R 20 . I have been making Doom levels for some time, but the DECORATE and lights thing is new for me. When I go into R3Dedit the 'Nukage' floor gives off a glow. But when I actually play the level it does not. Since it does in R3Dedit, there must be a way to do this. I already have the stuff from 'lights.wad' saved into my level. But the glowing Nukage isn't part of that DEF. I am just not knowledgeable enough yet to figure it out. Any help would be appreciated. Thank you. :?

Posted: Tue Apr 25, 2006 4:42
by wildweasel
The nukage glow is a visual effect generated by R3Dedit. GZDoom does not support such things.

By the way, I moved your topic to the GZDoom forum, as the Doom Armory does not deal in map projects.

Posted: Tue Apr 25, 2006 5:28
by DoomGuy
Thanks for moving my question to the proper forum. Sorry about that. I have however viewed some info on 'flats' effects and it may be possible to have glowing nukage, lava, etc. Thanks again.

Posted: Tue Apr 25, 2006 11:47
by Graf Zahl
wildweasel wrote:The nukage glow is a visual effect generated by R3Dedit. GZDoom does not support such things.

Actually there is some rudimentary support for glowing flats. But it's in desperate need of an interface overhaul.

Right now several things have to be specified in MAPINFO but I'd like to move them to GLDEFS to allow specifying them as options in maps that can also run with ZDoom. This includes special fog settings and the glowing flats.

Posted: Tue Apr 25, 2006 16:18
by DoomGuy
Thanks for your reply Graf Zahl. Is there a link to this rudimentary support? I only want to make the Nukage glow. How do I do it?

Posted: Tue Apr 25, 2006 16:53
by Phobus
You could put a load of dynamic lights in the floor to give off the effect, but that would probably kill any system.

Posted: Tue Apr 25, 2006 17:30
by Enjay
The other problem with the "rudimentary support", last time I checked, is that it goes wrong if the glow from a glowing flat shines on a nearby slope. It looks quite messed up when that happens. :(

Posted: Wed Apr 26, 2006 2:35
by NeoHippo
Phobus wrote:You could put a load of dynamic lights in the floor to give off the effect, but that would probably kill any system.
It depends on the size of the pool area. I made a small pool with one pulsing light type dynamic light.

Posted: Wed Apr 26, 2006 19:47
by DoomGuy
Neohippo,

Thanks for the link! I checked out your wad and I think I figured out a way to make mine work. Instead of the 'pulse' light', I used the 'point' light in strategic locations and reduced the intensity. I think Phobus mentioned that earlier. I didn't have to use too many. It looks pretty good! I'm going to continue to play around with these and see if I can make it work. If anyone gets the 'flats' to 'glow', I'd like to know about it. Thanks again!

Posted: Wed Apr 26, 2006 21:05
by Enjay
I've done it, but like I said, if the glow hits off a sloped wall then the wall messes up. Shame because it's a really nice effect.

This may be useful

http://forum.drdteam.org/viewtopic.php?t=497