Ghost_Ellis Posted June 3, 2024 Found this stuff, and it reads as though it could help get me some better lighting/coloration, and I'm just wondering what some of these actually do, and if they're even worth messing with. Like, is Lowercolor_top, going to let me gradient this? 0 Quote Share this post Link to post
1 DeetOpianSky Posted June 3, 2024 I believe these are described in the UDMF specifications on ZDOOM Wiki. Here's an exert from the article: lm_sampledist_line = <int>; // ZDRay customizable sampling distance for this sidedef. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 lm_sampledist_top = <int>; // ZDRay customizable sampling distance for this sidedef's top part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 lm_sampledist_mid = <int>; // ZDRay customizable sampling distance for this sidedef's middle part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 lm_sampledist_bot = <int>; // ZDRay customizable sampling distance for this sidedef's bottom part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 nogradient_top = <bool>; // disables color gradient on upper tier. (Hardware rendering only.) flipgradient_top = <bool>; // flips gradient colors on upper tier. (Hardware rendering only.) clampgradient_top = <bool>; // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.) useowncolors_top = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector. uppercolor_top = <int>; // Material color of the top of the upper tier. lowercolor_top = <int>; // Material color of the bottom of the upper tier. (Hardware rendering only.) I believe there are some additional user entered customizations that are also possible but I haven't looked too deeply into this. 0 Quote Share this post Link to post
0 Kappes Buur Posted June 3, 2024 (edited) On 6/2/2024 at 10:21 PM, Ghost_Ellis said: Like, is Lowercolor_top, going to let me gradient this? You can download an example pwad from here Spoiler I read both UDMF_v1.1 and UDMF_ extensions v1.15 and tried to colour the linedefs myself in a new map but I failed miserably. The questins I have now are: How are those colours set up in the map? How is this done in UDB? How is this done in Slade3? addendum I made some progress using both, Slade3 for walls and UDB for ceiling/floor. . Now a map can be quite colourful Spoiler Edited June 8, 2024 by Kappes Buur 0 Quote Share this post Link to post
Question
Ghost_Ellis
Found this stuff, and it reads as though it could help get me some better lighting/coloration, and I'm just wondering what some of these actually do, and if they're even worth messing with.
Like, is Lowercolor_top, going to let me gradient this?
Share this post
Link to post
2 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.