Glowing Flats

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RUNSABER
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Glowing Flats

Post by RUNSABER »

Salutations, RUNSABER here with a few questions regarding the features of 3DGE.

I was wondering if it's possible to emulate/replicate GZDoom's glowing flats for use in 3DGE.

Such as F_WATER emanating a bluish hue vertically along nearby sectors, and F_SKY1 casting a faded light as well. Maybe I should attach an image for better reference. If it's possible, I can save the amount of Things I use to create dynamic lights within a map. Also, can you assign textures and patches with dynamic lights as well?
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3rd_3ye
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Re: Glowing Flats

Post by 3rd_3ye »

Hello again Runsaber, wish I could help with your query. Andrew toyed with such a feature back in 07' although I don't know if it was ever implemented. Andrew posted a pic halfway down the thread.

http://edge.sourceforge.net/phpBB2/viewtopic.php?t=63


Might be a little presumptuous of me to ask but, RUNSABER, do you have any experience with source? I know you're on the lookout for different lighting fx and remembered Qeffects (especially its fake bloom) use to work really well with 3dge 1.36. Since the frame rate has been uncapped the qeffects dll. tends to slow things down quite a lot though.

I was just thinking the other day that if some skilled person could strip the qfx source of everything but the Fakebloom, it might work extremely well with 3dge/your mod.
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RUNSABER
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Re: Glowing Flats

Post by RUNSABER »

That is exactly what I'm trying to do! I poked around in some DDF files and found this:

Things.DDF

Code: Select all

[NUKAGE_GLOW:7041]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#55FF55;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;

[LAVA_GLOW:7042]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#FF5555;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;

[WATER_GLOW:7043]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#5555FF;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;
They are under the EDGE Experimental definitions, and like the various armours and keys, I cannot get them to work properly. I may fiddle with changing the NOTHING strings to BRIGHT, but I'm not sure if that will even work. Until then I will keep building and figure it out later.

As for source, I don't have any experience with it. It would be awesome, I could edit things beyond in-game mechanics and possibly generate faux shadows like in Doomsday. I've never compiled anything either, though I wonder if 3DGE would be faster on Linux than Vista. All I can do is map, slightly code and that's it ^_^ Thanks a ton, 3rd_eye, you hit the hammer on the nail with this one!
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3rd_3ye
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Re: Glowing Flats

Post by 3rd_3ye »

@Runsaber: If you happen to have a copy of 3dge 1.36 handy, you might give Qeffectsgl binary a try. It will certainly put a bloomy glow on those flats, although not as strongly as the more conventional approach this thread refers to.

http://code.google.com/p/qeffects-gl/

Unfortunately it's cpu heavy and a little clumsy to set up for end users who don't like cfg. files. I love it, even on my old p4.
Thank the Intel gods for hyperthreading.
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Sandstormer
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Re: Glowing Flats

Post by Sandstormer »

I haven't had any luck with glowing flats, either. Here is my personal Qeffectsgl setup for use with 1.36F (2.0 will chug if you try to use it with that), you may need to lower the brightness slider while playing:

http://www.mediafire.com/download/jwvns ... sGL%29.zip
Last edited by Sandstormer on Sat Apr 25, 2015 11:19 am, edited 1 time in total.

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Corbachu
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Re: Glowing Flats

Post by Corbachu »

Change DLIGHT.TYPE from Modular to Quadratic. Modular is not supported anymore - I need to implement a warning that will stop 3DGE if that string is detected.
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3rd_3ye
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Re: Glowing Flats

Post by 3rd_3ye »

@Corbin: Went into things.ddf out of curiosity, found it already set to QUADRATIC. Set it to modular just to see what would happen- no change.

Edit: scratch the above. Every object has its own D.LIGHT and I'm changing the wrong one.
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3rd_3ye
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Re: Glowing Flats

Post by 3rd_3ye »

@Sandstormer: I'm no expert about gpl stuff, but aren't any redistributions supposed to contain the original license?
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RUNSABER
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Re: Glowing Flats

Post by RUNSABER »

Did the same thing and used DOOM2 for testing. Still no changes. Maybe those definitions are actual things that need to be placed within a sector with the floor?
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Corbachu
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Re: Glowing Flats

Post by Corbachu »

Yes, place them into the sector according to their ThingID.
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