Texture "glow" via GLDEFS in a 3D environment?
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- Rex Claussen
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Texture "glow" via GLDEFS in a 3D environment?
I have a nukage pool that consists of a swimmable 3D sector (i.e., in the style of 'deep water'), and another that is a regular nukage sector (flat, like a puddle). I have assigned a glow to the nukage flats, and the glow works fine when the sector is a regular 'flat' sector, but not when it is a 'deep water' sector. Is there a way for 'deep water' sectors to get the same glow?
- Rex Claussen
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Re: Texture "glow" via GLDEFS in a 3D environment?
This thread has had 48 views. Surely one of the readers know the answer to my question.
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Re: Texture "glow" via GLDEFS in a 3D environment?
Well, you could use dynamic lights to light it up. But would cost FPS.
- NeoHippo
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Re: Texture "glow" via GLDEFS in a 3D environment?
Depending on what you are trying to achieve, this may or may not be helpful.
Some time ago this example was posted in one of the forums. I can't remember who it was that created the map.
It is quite effective in a swimmable 3D sector.
http://files.drdteam.org/index.php/file ... ighting.7z
Some time ago this example was posted in one of the forums. I can't remember who it was that created the map.
It is quite effective in a swimmable 3D sector.
http://files.drdteam.org/index.php/file ... ighting.7z
- Rex Claussen
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Re: Texture "glow" via GLDEFS in a 3D environment?
Yes, that idea had occurred to me, but the number of dynamic lights required for some of my nukage areas would indeed cause an FPS hit.dark-slayer-201 wrote:Well, you could use dynamic lights to light it up. But would cost FPS.
Indeed, that is a very good example. I remember coming across it when the author first released it, and I remember being impressed. Although the wad primarily illustrates a way to make underwater areas carry diffracted light & shadow, I will play around with it and see how it may be used to create nukage glows.NeoHippo wrote:Some time ago this example was posted in one of the forums. I can't remember who it was that created the map.
It is quite effective in a swimmable 3D sector.
http://files.drdteam.org/index.php/file ... ighting.7z
Many thanks to both of you.
- Rex Claussen
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Re: Texture "glow" via GLDEFS in a 3D environment?
I played around with the GLDEFS definitions, but was unable to come up with a proper glow effect. However, I like the present effect so much that I intend to use it in something I'm working on. Would anyone know who posted the example wad? I'd like to credit him/her. I spent some time searching through the forums but was unable to find the thread or the name of the poster.
- NeoHippo
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Re: Texture "glow" via GLDEFS in a 3D environment?
It took quite a while, but I found the original thread from Oct 2008Rex Claussen wrote:Would anyone know who posted the example wad? I'd like to credit him/her. I spent some time searching through the forums but was unable to find the thread or the name of the poster.
http://forum.zdoom.org/viewtopic.php?f= ... 84#p381784
- Rex Claussen
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Re: Texture "glow" via GLDEFS in a 3D environment?
And that's why I couldn't find it. I was only looking in the GZDooM forums.NeoHippo wrote:It took quite a while, but I found the original thread from Oct 2008
http://forum.zdoom.org/viewtopic.php?f= ... 84#p381784
Thank you, NeoHippo.