sector lighting gradations

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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NeoHippo
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sector lighting gradations

Post by NeoHippo » Tue Aug 21, 2012 19:44

I'm sure this had been asked before, but Search did not find what I'm looking for.

I have several sectors with an increasing brightness of 2.

Image

which is rendered in-game like this

Image

which shows three distinct brightness zones.

I applied evenlighting and smoothlighting in a MAPINFO lump, with the same results.

Is there something I could do, to avoid these distinct breaks ?

NeuralStunner
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Re: sector lighting gradations

Post by NeuralStunner » Tue Aug 21, 2012 22:36

You'll have to use a different light mode. (Standard seems to work.) Doom/Dark try to emulate software lighting behavior at certain levels.
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NeoHippo
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Re: sector lighting gradations

Post by NeoHippo » Wed Aug 22, 2012 5:58

I had it set to Dark.

Looks good when set to Standard

Image

Thank you

NeuralStunner
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Re: sector lighting gradations

Post by NeuralStunner » Wed Aug 22, 2012 7:27

No problem.

For expressly non-DooM projects, I've actually switched entirely to Standard mode for finer control of the lighting. Unfortunately no editor is capable of mimicking this yet (as far as I know), so a lot of testing is involved.
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Graf Zahl
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Re: sector lighting gradations

Post by Graf Zahl » Fri Aug 24, 2012 13:16

... and if your map depends on it, don't forget to set it in MAPINFO. ;)

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