Okay guys, little question:
I defined some changes to the original BFGBALL actor (now called BFGBALLENHANCED) but no changes to the sprites. With GLDEFS I applied some dynamic light effects to the BFG Ball sprites. But now when I load both of them together, the dynamic light on this objects / sprites doesn't work, no light at all. Why is that so? It works if I don't add the DECORATE though
GLDEFS & DECORATE
Moderator: Graf Zahl
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
Did you define your actor correctly? Here's a stupid GLDEFS code:
It works fine if you define everything. Check if you've loaded different Light WADs. I tried to recreate this, but everything is working. I created a DECORATE lump and replaced the BFGBall with BFGBall2 and linked it with GLDefs. Works perfectly.
Code: Select all
Object BFGBALLENHANCED // On the fly only lights
{
Frame BFS1A { Light BFGLight }
Frame BFS1B { Light BFGLight }
}
Pointlight BFGLight
{
Color 0.0 1.0 0.0
Size 90
}
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
I might have missed something X_X You create a GLDefs lump with the code below. Then you create a Decorate lump, with a new actor:
Actor BFGBallEnhanced : BFGBall replaces BFGBall
{
}
This means it inherits its properties and actions from the original DooM BFGBall Actor, and replaces it with a new one, with your properties and actions.
The "Object BFGBallEnhanced" in GLDefs is your new Actor you just created in Decorate. This means if you define BFGBallEnhanced as your Object in GLDefs, only the sprites used for this Actor will be lit. Everything after { and before } goes only for this Actor. So you could define two BFGBall Actors, with different lights. Hope it wasn't too confusing
Actor BFGBallEnhanced : BFGBall replaces BFGBall
{
}
This means it inherits its properties and actions from the original DooM BFGBall Actor, and replaces it with a new one, with your properties and actions.
The "Object BFGBallEnhanced" in GLDefs is your new Actor you just created in Decorate. This means if you define BFGBallEnhanced as your Object in GLDefs, only the sprites used for this Actor will be lit. Everything after { and before } goes only for this Actor. So you could define two BFGBall Actors, with different lights. Hope it wasn't too confusing

Last edited by KeksDose on Fri Jun 08, 2007 23:39, edited 2 times in total.
- Tormentor667
- Stronghold Team
- Posts: 3555
- Joined: Sun Nov 13, 2005 23:15
- Location: Germany
- Contact:
- Logan MTM
- Posts: 179
- Joined: Wed Jan 04, 2006 2:52
- Location: Rio de Janeiro - BRAZIL
- Contact:
Enjoing this topic, the Light Type "SectorLight" return a ERROR message: "Unknow Flag 'Size 10'"!
Nothing is wrong in the code because changeing "SectorLight" to "FlickerLight" the GZDoom run the Pwad.
BUG or something was missed in the Graf's post about GLDEFS?
Nothing is wrong in the code because changeing "SectorLight" to "FlickerLight" the GZDoom run the Pwad.
BUG or something was missed in the Graf's post about GLDEFS?
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
Please smile when you think of me. My body's gone that's all...