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SetSectorGlow
Posted: Tue Jan 24, 2017 0:59
by Kappes Buur
How does it work?
MaxED had added it to GZDB and when asked why it does not work, he said that GZDoom had not yet implemented it.
This seems to be born out in that GZD-x64 g2.4pre-219 still does not respond to the editor settings.
When checking rheit/acc/zspecial.acs I find
Code: Select all
// GZDoom OpenGL
-400:SetSectorGlow(6)
but no such entry in the WIKI to explain its use.
Re: SetSectorGlow
Posted: Tue Jan 24, 2017 1:09
by Graf Zahl
SetSectorGlow(tag, floorceiling, r, g, b, height); floorceiling 0 for floor, 1 for ceiling.
Re: SetSectorGlow
Posted: Tue Jan 24, 2017 5:27
by Kappes Buur
Graf Zahl wrote:SetSectorGlow(tag, floorceiling, r, g, b, height); floorceiling 0 for floor, 1 for ceiling.
Thank you.
So, I made a test map, but for some reason the glows for floor and ceiling do not work.
After the scripted delay of 6 seconds the ceiling does change ever so slightly in brightness, and that is it.
Could somebody take a look at my map and correct why it does not work ?
{edit]
deleted example pwad as problem is solved
Re: SetSectorGlow
Posted: Tue Jan 24, 2017 19:28
by Graf Zahl
I can't check right now, so can you try a fixed point number for the height?
Re: SetSectorGlow
Posted: Tue Jan 24, 2017 23:36
by Kappes Buur
- SetSectorGlow ( 100, 0, 255, 79, 79, 96.0 );
SetSectorGlow ( 100, 1, 117, 117, 255, 96.0 );
No change

Re: SetSectorGlow
Posted: Wed Jan 25, 2017 4:39
by Kappes Buur
It did not work from the script.
Okay, it does work with setting the editor, however in a way I did not expect.
I expected that the floor/ceiling texture would glow, instead it is the linedefs surrounding the sector which glow.
Before
Settings in editor
After
After with 3D sectors

Re: SetSectorGlow
Posted: Wed Jan 25, 2017 9:41
by Graf Zahl
That's the intended effect. The fullbright setting for the texture is a different property.