Nukage floor

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
DoomGuy
Posts: 47
Joined: Tue Apr 25, 2006 4:02

Nukage floor

Post 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. :?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post 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.
User avatar
DoomGuy
Posts: 47
Joined: Tue Apr 25, 2006 4:02

Post 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.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post 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.
User avatar
DoomGuy
Posts: 47
Joined: Tue Apr 25, 2006 4:02

Post 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?
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post 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.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post 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. :(
User avatar
NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Post 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.
TAtL, tU, aE
User avatar
DoomGuy
Posts: 47
Joined: Tue Apr 25, 2006 4:02

Post 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!
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post 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
Locked

Return to “GZDoom”