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GLDEFS & DECORATE

Posted: Wed Jun 06, 2007 9:35
by Tormentor667
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

Posted: Wed Jun 06, 2007 13:37
by KeksDose
Did you define your actor correctly? Here's a stupid GLDEFS code:

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
}
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.

Posted: Wed Jun 06, 2007 18:33
by Tormentor667
How do I have to link the replacement actor?

Posted: Wed Jun 06, 2007 20:48
by KeksDose
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 :sniped:

Posted: Fri Jun 08, 2007 14:06
by Tormentor667
Okay, understood, now I try to add this to my GLDEFS ;) Thx lot mate :)

Posted: Thu Jun 14, 2007 15:18
by Logan MTM
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?