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?

Post by Rex Claussen »

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?
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Rex Claussen
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by Rex Claussen »

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?

Post by dark-slayer-201 »

Well, you could use dynamic lights to light it up. But would cost FPS.
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by NeoHippo »

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
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by Rex Claussen »

dark-slayer-201 wrote:Well, you could use dynamic lights to light it up. But would cost FPS.
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.
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
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.

Many thanks to both of you.
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by Rex Claussen »

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.
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by NeoHippo »

Rex 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.
It took quite a while, but I found the original thread from Oct 2008
http://forum.zdoom.org/viewtopic.php?f= ... 84#p381784
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Re: Texture "glow" via GLDEFS in a 3D environment?

Post by Rex Claussen »

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
And that's why I couldn't find it. I was only looking in the GZDooM forums.

Thank you, NeoHippo.
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