Elysara Posted May 17, 2022 Having played the DOOM With Raytracing edition and loving the fusion of retro aesthetics with modern effects, it got me thinking about what could be done with maps actually DESIGNED around intentional placement of light sources as opposed to just using the light fixtures coincidentally placed on maps for aesthetic reasons. Does anyone know how the DOOM Raytracing edition "creates" light sources? Are they defined by the author or are they read by the engine and created/adapted on the fly? Can I just make a WAD using objects I already "know" are light sources? What are the odds that someone with more expertise than me could make a plugin for something like UDB to allow placing light sources? 0 Quote Share this post Link to post
Mr.Rocket Posted May 17, 2022 You know, I'm curious about this too, so no quick answer from me at this point. I'm guessing it's just totally engine specific and what you make doesn't matter, the engine takes care of where or what the lighting will do? Or, if there's actually a lighting script that could be generated? But yeah, so far I've only seen a couple of videos and then went and checked it out for my self. Pretty cool, but I haven't seen what I could do with it either, yet. 0 Quote Share this post Link to post
gwain Posted May 17, 2022 from what it looks like it puts lights on things from the light source section of doombuilder and also adds lights for projectiles and the full bright state in whacked 0 Quote Share this post Link to post
Elysara Posted May 17, 2022 So theoretically it should be possible to just make something in UDB as long as it only uses DOOM 1 objects (since the doom raytracing client is entirely programmed with doom 1 in mind) and just load it up and let 'er rip? As long as the engine is just automatically "converting" certain things to light sources it should work? Maybe it's time for me to learn UDB 0 Quote Share this post Link to post
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