I need some help with lighting transfers

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Classic Doom Guy
Posts: 5
Joined: Wed Jul 25, 2007 20:26

I need some help with lighting transfers

Post by Classic Doom Guy »

I posted this at Zdoom as well, but so far no answers, so I thought I'd post it here as well for more exposure, though most of you post over there too and probably saw it, but here it is:


So I used line type 50 to get some light on the ceiling and part of the wall.

I also used line type 210 to get a different light level on the floor.


Sometimes it worked, and sometimes it didn't.


Here are two sectors which are tagged to line type 50, transfer brightness heights.
Image

Here is the section of the map:
Image

Here are two sectors which are tagged to line type 210, transfer floor brightness.
Notice the weapon sprite is lit up but the ceiling is not.
Image
The real sector brightness is 192.
The control sector brightness is 144.
Only the floor should be 144.
Instead, both ceiling and floor get the transfered light.


In both cases, there are more than one sector touching each other that are tagged to the line type. This is the only thing I can figure out that's causing the problem.

Also in both cases, the sectors are flagged as Light StrobeFastSync.

In the first example, instead of using two separate sectors, I suppose I could use a sloped sector. But what about the second example? The ceiling and floor have the control sector's brightness, instead of just the floor.
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NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Post by NeoHippo »

Looks to me, that you you have two control sectors (A and B) pointing to one real sector.

From the WIKI http://208.78.96.242/wiki/ExtraFloor_LightOnly it states:
Note that when using two or more extra lights on a sector, the linedef with the lower number has priority.

It would help if you could post a pwad of that section of your level.
TAtL, tU, aE
Classic Doom Guy
Posts: 5
Joined: Wed Jul 25, 2007 20:26

Post by Classic Doom Guy »

EDIT:

And I figured it out.


You were mostly right after all, though it wasn't exactly as you said.


Most of it was newbie mistakes due to initial confusion and uncorrected earlier errors.
Last edited by Classic Doom Guy on Mon Jul 30, 2007 0:14, edited 1 time in total.
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