PNG alpha ignored on linedefs

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Nash
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PNG alpha ignored on linedefs

Post by Nash »

Example WAD http://nash.wanzafran.com/doomstuff/smoke.zip

I realize I used a sprite for the line's texture, but this problem happens with proper textures (TEXTUREx and TX_) too. The reason I'm re-using this WAD was because it was the quickest way for you to check out what I'm reporting.

I need it to achieve a bunch of visual effects on textures, but most importantly, I need it to spice up the lighting in my map by using PNG alpha to fake baked shadows, since GZDoom's lighting is pretty flat.

I used to achieve it by making tons of thin sectors in front of the walls (or around a construct) and gradually decreasing the sector brightness using transfer brightness so that actors don't get affected by the lighting, just the floors.

This method proved to be too much work, and will not look as intended with a current project I'm working on that is lit 100% by dynamic lights (no sector lighting).

Example image: http://nash.wanzafran.com/doomstuff/nsinv02.png

(again, needed to demonstrate it real quick, sorry for the big pic, it was an old screenie I posted in the WIP thread at ZDoom.org)

To recreate the above effect without using sector lighting, I'd setup a 3-d floor sector around the bench and use a gradually fading out PNG texture. It would also look a lot smoother than sector lighting. For walls, I'd just create long strips of 3-d floor sectors along the walls to apply the fake shadows.

I believe Doomsday does this automatically. A more elegant option would be true lightmaps but I don't see you implementing that anytime soon (and that's perfectly fine; don't get me wrong) so this is the best way I can think of without having to wait for further port developments.

If you can't fix this due to technical difficulties in the code, then can you suggest something else to me, this has to work without sector lighting.

(The last resort would be to simply create separate textures for the areas that need shadows but that'll take too much WAD space)
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Post by Nash »

http://nash.wanzafran.com/doomstuff/sh3-shot.jpg

Here's a screenshot from one of the levels in Silent Hill 3 viewed from a map viewer.

This is a fullbright screenshot, as you can see most of the shadows have already been baked into the textures. I don't think it's a good idea to do it that way in Doom mods though (SH3 takes up about 2-3 gigs of space).

It would look very atmospheric once the in-game lights have been applied, but I'm not in a convenient situation to post a screenshot of that.

Just demonstrating what I'm trying to achieve.
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Post by Graf Zahl »

It seems I forgot to flag these properly. For the time being just make the line translucent with an alpha of 254. That should give you what you need.
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Post by Nash »

3-d floors with an alpha of less than 255 are not affected by dynamic lights. :(

(And I suspect linedefs are the same case)
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Post by Alter »

Nash wrote:3-d floors with an alpha of less than 255 are not affected by dynamic lights. :(

(And I suspect linedefs are the same case)
Noticed that with my quake 2 inspired project..... it explains why it doesn't light my 3d floor at all
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Post by Graf Zahl »

No, they aren't. I can't use lightmaps on them
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Post by Nash »

Well, I'll have to use the last resort then. Separate textures for shadowed surfaces it is.
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Post by Graf Zahl »

fixed
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