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Bright middle texture in a dark sector...


Doom-X-Machina

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Hey all...

Anyone know a way to make a floating middle texture full bright while the sector it's in is otherwise dim and gloomy?
Flag or trigger in builder? ACS function? Anything?

Cheers everyone :)

 

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Make a very thin sector surrounding it.

 

First draw the line for the midtexture, then around it, make a sector which is three units wide and two units longer than you need for the midtexture. Then change the brightness of that new sector to 255.

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If you're using UDMF you can simply set the brightness of the middle texture. IIRC that's supported by GZDoom, DSDA-Doom, and EE (only in the devbuilds as of today AFAIK). In UDB the default hotkey is Ctrl+Mouse wheel to change the brightness of the selected/highlighted wall parts.

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9 minutes ago, Stabbey said:

Make a very thin sector surrounding it.

 

First draw the line for the midtexture, then around it, make a sector which is three units wide and two units longer than you need for the midtexture. Then change the brightness of that new sector to 255.


Unfortunately the map is heavy on dynamic lights so using this method (I tried it) gives me a super bright strip across the floor and ceiling that looks really odd... while it does light the middle texture properly, it causes that little quirk... and I understand why... that's what Im trying to find a way around...

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2 minutes ago, boris said:

If you're using UDMF you can simply set the brightness of the middle texture. IIRC that's supported by GZDoom, DSDA-Doom, and EE (only in the devbuilds as of today AFAIK). In UDB the default hotkey is Ctrl+Mouse wheel to change the brightness of the selected/highlighted wall parts.


OMG... That's how easy it was!?

Been using builder for years and never knew that... thanks mate. That is exactly what I was looking for :)
Thankyou :)

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19 minutes ago, Doom-X-Machina said:


Unfortunately the map is heavy on dynamic lights so using this method (I tried it) gives me a super bright strip across the floor and ceiling that looks really odd... while it does light the middle texture properly, it causes that little quirk... and I understand why... that's what Im trying to find a way around...

 

For anyone who finds this thread and hoped for a "vanilla-compatible" solution, the answer is to lower the floor down far below the adjacent sectors' floor, and raise the ceiling high above the adjacent sectors' ceiling. Do not apply any upper or lower textures; leave them intentionally blank.

 

The missing upper and lower textures will "bleed" the adjacent floor and ceiling (lighting and all) and cover up the bright strip gap, leaving a bright floating midtexture with a consistent dark ceiling and floor.

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Boom solution is simple and can be built around actions 213 and 261, which are designed to transfer brightness to floor and ceiling, respectively

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4 hours ago, Doom-X-Machina said:

Hey all...

Anyone know a way to make a floating middle texture full bright while the sector it's in is otherwise dim and gloomy?
Flag or trigger in builder? ACS function? Anything?

Cheers everyone :)

 

If you will open John Romero's Sigil II, you will see that he creates tiny one-two point sector much brughter than others. 
I assume that this is legit way, because creator of Doom himself use it. 

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6 hours ago, SgtPappas said:

If you will open John Romero's Sigil II, you will see that he creates tiny one-two point sector much brughter than others. 
I assume that this is legit way, because creator of Doom himself use it. 

No, I dont want a lit sector, I want a lit texture. 2 different things.

 

I already have the solution now.

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