Help with lighting
Moderator: Graf Zahl
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You mean the lack of proper implementation, right? This is no bug - just an abandoned feature. Don't expect much to happen about this. I implemented this when the Doom64TC came out. I was actually attempting to port the levels themselves but that never happened because trying to figure out the XG stuff was too much of a hassle. So consider this dead. I won't invest any work here. Splitting sloped polygons for proper lighting is far too messy to even attempt this. I might resurrect it if GLSL becomes flexible enough to handle complex code but that will most likely take a few years.
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This isn't a map feature. All you can do is to say that some flats are supposed to glow. Create a lump like Enjay's and look in my post from Oct 7 to see how to set it for a map. But as I repeatedly said: The definition in MAPINFO will go away and move to GLDEFS in one of the upcoming versions. I have decided to throw all GL specific stuff out of MAPINFO.
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Well, if you want to see it, and the slopes problem, here is what it looks like using the current implementation. I just threw this together quickly, including the obvious candidates for glowing, though obviously any flat can be made to glow. (I've tried it with ceiling lights etc and it can work very nicely). It's a bit limited: you can't specify how brightly it glows or tweak the colour (AFAIK) but it's a very nice looking effect. Personally, I'd far rather things like this were being worked on than model support and the like.
All sectors in this level use light level 128 and there are no placed dynamic light objects or similar. So, any variation in appearance is purely down to the glowing flats.
All sectors in this level use light level 128 and there are no placed dynamic light objects or similar. So, any variation in appearance is purely down to the glowing flats.
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Can I ask if this (incomplete) feature has been removed from GZdoom? I have tried running the above file with GZDoom 10.0.21 and get the following:
Seeing as how that's the line with the GLOWDEFS instruction and it used to work, I'm guessing the GLOWDEFS feature no longer exists. 
Line 2 of MAPINFO saysScript error, "MAPINFO" line 2:
Bad syntax.
Code: Select all
GLOWDEFS "njglow"

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Sorry. Try this:
Code: Select all
Glow
{
Flats
{
LAVA1
LAVA2
LAVA3
LAVA4
NUKAGE1
NUKAGE2
NUKAGE3
FWATER1
FWATER2
FWATER3
FWATER4
BLOOD1
BLOOD2
BLOOD3
RROCK05
RROCK06
RROCK07
RROCK08
}
Walls
{
FIREBLU1
FIREBLU2
FIRELAVA
FIRELAV2
FIRELAV3
FIREMAG1
FIREMAG2
FIREMAG3
FIREWALL
FIREWALA
FIREWALB
}
}
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- GZDoom Developer
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