Jump to content
  • 0

Walls have different lighting?


VastleCania

Question

image.png.a7333624539da846b0a4cd8faff27f42.png

 

I've been futzing with making a DOOM deathmatch map for the first time, and I'm stumped on this issue. The walls on the left and right side of that picture have the same texture, and I haven't changed the sector lighting at all, however, they look totally different. Ideally I want them both to be bright red like the one on the right.

 

If it matters, I'm using Slade (the latest version) and the Eternity engine. 

 

I did some searching and couldn't find anything specific to this, which leads me to believe it's probably very simple! But can anyone help me out?

 

Oh, and if you're interested in what I'm making, here's a gif of an earlier version of the map:

doom3.gif.ad2f50574e92464559e6d328898f5c5a.gif

 

Share this post


Link to post

6 answers to this question

Recommended Posts

  • 1

It's a "quirk" of doom's original engine. When you have orthogonal walls like that, the engine messes with the lighting gradient on them. It's still a thing in source ports like PrBoom+ for example, but afaik doesn't happen in GZDoom, for instance.

 

Possible solutions include changing the angle of the wall very slightly, or increasing the light level a bit.

Share this post


Link to post
  • 0

Awesome, I figured it was something simple like that. I'll play around with the different solutions, thank you!

 

EDIT: Figured I'd drop what I used in here. Since I'm using the Eternity Engine (because there's a source fork that has 4-player splitscreen), I had to make an EMAPINFO script instead, and use 'unevenlight = false' to get the desired effect. But that worked and now I know what a mapinfo script is :)

Edited by VastleCania

Share this post


Link to post
  • 0

Just FYI, removing the fake contrast tends to make the game look not great, as the example shots on the doomwiki show.

Share this post


Link to post
  • 0
19 hours ago, Nine Inch Heels said:

 but afaik doesn't happen in GZDoom, for instance.

 

 

In GZDoom it is on by default but can be disabled or reduced if so desired by a mapper.

 

2 minutes ago, Linguica said:

Just FYI, removing the fake contrast tends to make the game look not great, as the example shots on the doomwiki show.

 

Correct, but in some cases it can also be quite a problem for certain maps.

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...