Revised Dynamic Lights

Feel like undertaking your own EDGE project/mod? Announce and discuss it here! You are also free to talk about past EDGE projects from the days of yonder.
Post Reply
User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Contact:

Revised Dynamic Lights

Post by Marscaleb »

I have gone through the all the dynamic lights for default Doom games, and lovingly crafted them into -what I think are- much improved settings.

Most notably, I've made excessive fireballs being thrown all over the place go from looking like this:

Image
Image

...to a much more palpable this:

Image
Image

DOWNLOAD LINK: http://eightballgaming.com/downloads/DLights.zip

Some more subtle comparison shots:
Spoiler:
Image
Image

Image
Image
...but you gotta play it to see the flickering in action.
Most of the dynamic lights have been recolored and toned down to produce a more natural and subtle effect. Furthermore, I have animated many of the lights, so the fire will flicker like fire, and the supernatural power-ups will pulsate.

This package includes two revised DFF files; simply drop them in your doom_ddf directory to replace the originals. (Or, put them in a wad if you want, whatever. I'm not the boss of you.)

Also included in this package is a wad with a replacement MAP01 designed as a simple showcase of all the different items with dynamic lights so you can see them all for yourself.

Image
Image

I welcome any feedback. Please point out anything you find that looks wrong, still needs to be tweaked, or any other thoughts and comments.

User avatar
Corbachu
Site Admin
Posts: 778
Joined: Fri Jun 08, 2012 11:22 am
Gender:
Contact:

Re: Revised Dynamic Lights

Post by Corbachu »

I can already tell there is a huge difference with the lights!! :D

I will have to check this out when I get home tonight!

If I like what I see, would you mind if I integrated your dynamic lighting changes into 3DGE proper, starting with Test2? I always thought the prior versions of EDGE went way overboard with them, I just never had much time to change their defaults (but it is something I wanted to do for years).
\(סּںסּَ` )/ۜ

User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Contact:

Re: Revised Dynamic Lights

Post by Marscaleb »

Of course; go right ahead! That's what I was hoping to happen.
I was posting it here mostly hoping for some feedback; it's always nice to have a second pair of eyes on things. Never know if you missed something.

User avatar
Julian
Posts: 15
Joined: Sun Jul 10, 2016 12:42 pm
Location: Moscow
Contact:

Re: Revised Dynamic Lights

Post by Julian »

Lights are looking vert good and natural :?

I have only one suggession - blinking lights looks a bit "aggresive", too storbing. Random factor is cool, but difference of light sizes makes animation looks likes on windy weather. Maybe you "calm" them a bit :)

I have a draft for candle, take a look, maybe you will find it useful:

THINGS.DDF
Spoiler:
[BLACK_CANDLE:34]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOSHADOW;

STATES(IDLE)=CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT1),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT1),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT1),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT1),

CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT2),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT2),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT2),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT2),

CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT3),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT3),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT3),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT3),

CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT4),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT4),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT4),
CAND:A:1:NORMAL:SPARE_ATTACK(BLACK_CANDLE_LIGHT4);
ATTACKS.DDF
Spoiler:
[BLACK_CANDLE_LIGHT1]
ATTACKTYPE=PROJECTILE;
ATTACK_SPECIAL=NO_TRIGGER_LINES,NOTARGET;
PROJECTILE_SPECIAL=CROSSLINES,CORPSE,DROPOFF,MISSILE,NOSHADOW;
ATTACK_HEIGHT=14;
SPEED=0;
X_OFFSET=1;
Y_OFFSET=1;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=80;
DLIGHT.COLOUR=#ffca4b;
STATES(SPAWN)=NULL:A:1:BRIGHT:TRANS_FADE(0%),
#REMOVE;

[BLACK_CANDLE_LIGHT2]
ATTACKTYPE=PROJECTILE;
ATTACK_SPECIAL=NO_TRIGGER_LINES,NOTARGET;
PROJECTILE_SPECIAL=CROSSLINES,CORPSE,DROPOFF,MISSILE,NOSHADOW;
ATTACK_HEIGHT=14;
SPEED=0;
X_OFFSET=1;
Y_OFFSET=1;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=79;
DLIGHT.COLOUR=#ffca4b;
STATES(SPAWN)=NULL:A:1:BRIGHT:TRANS_FADE(0%),
#REMOVE;

[BLACK_CANDLE_LIGHT3]
ATTACKTYPE=PROJECTILE;
ATTACK_SPECIAL=NO_TRIGGER_LINES,NOTARGET;
PROJECTILE_SPECIAL=CROSSLINES,CORPSE,DROPOFF,MISSILE,NOSHADOW;
ATTACK_HEIGHT=14;
SPEED=0;
X_OFFSET=1;
Y_OFFSET=1;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=81;
DLIGHT.COLOUR=#ffca4b;
STATES(SPAWN)=NULL:A:1:BRIGHT:TRANS_FADE(0%),
#REMOVE;

[BLACK_CANDLE_LIGHT4]
ATTACKTYPE=PROJECTILE;
ATTACK_SPECIAL=NO_TRIGGER_LINES,NOTARGET;
PROJECTILE_SPECIAL=CROSSLINES,CORPSE,DROPOFF,MISSILE,NOSHADOW;
ATTACK_HEIGHT=14;
SPEED=0;
X_OFFSET=1;
Y_OFFSET=1;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=78;
DLIGHT.COLOUR=#ffca4b;
STATES(SPAWN)=NULL:A:1:BRIGHT:TRANS_FADE(0%),
#REMOVE;
SPARE_ATTACK is pretty useful for additonal lights from one object (for example, it can be used for Eye of Symbol - green light from eye and yellow from candle) and gives some additional control, like height of light source, but... This method requires o bit more CPU/GPU usage.

One more importmant thing: removing BRIGHT attribute might be a good idea too, so sprites can be lit by their own dynamic light, which makes them a bit realistic.

Just take a look at my example WAD: https://1drv.ms/u/s!Akj1GftRhTs2grdTNuKE42A_ppmIKw

User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Contact:

Re: Revised Dynamic Lights

Post by Marscaleb »

Without "BRIGHT" the sprite won't have a dynamic light.
But creating a bunk attack so one could have an extra light is not a bad idea. I will look into it.

But in general, the way I see it, these are supposed to be dynamic lights for the default Doom objects. My goal for this was to be a replacement for the existing lights, one that could be packaged with the regular 3DGE download. As such, they should be reflective of how the object behaves in regular Doom.

For example, I thought about changing the way the keys blink so that they could have a softer glow to them, instead of the blinking on/off behavior. And while it would look nice, it would not match how things worked in classic Doom. And if someone were to disable the dynamic lights, then the keys would no longer be behaving in their normal fashion, and would not look right. So I want to keep all of the object's behavior (other than the dynamic lights) to match the original and default values.

User avatar
RUNSABER
Posts: 132
Joined: Sat Mar 14, 2015 3:10 pm

Re: Revised Dynamic Lights

Post by RUNSABER »

You can use the LIT(xx) (x being a numerical value between 0-100) to use a things dynamic light without the Bright feature, and also control the intensity of the light at the same time!
Official 3DGE64 Project Portal - Public Repository for 3DGE 64.

User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Contact:

Re: Revised Dynamic Lights

Post by Marscaleb »

Really? I saw some objects using "LIT(x)" and I figured it was forcibly adjusting the brightness of the object itself, instead of letting it take its brightness from the sector.

But that would only let me adjust its value up to 100. Or can I just give aLIT value and then immediately override it with a dlight_set command?

Return to “Mods/Projects”