R1ck Posted September 27, 2016 Yeah, Like the tittle said, I'd spent hours studying for the best lighting. what you guys think? 0 Quote Share this post Link to post
CaptainManiac Posted September 27, 2016 I think you do good by studying,keep learning and getting the point and after years you will become expert.I wish you good luck 0 Quote Share this post Link to post
Fonze Posted September 27, 2016 Basic? How did it take you hours to draw 2 lines and increase the brightness of that sector? Is this a bad joke I'm just not getting? Have you ever seen one of these? Does this look infected to you? What is love? I've so many more questions than real thoughts. 0 Quote Share this post Link to post
CaptainManiac Posted September 27, 2016 Fonze said:Basic? How did it take you hours to draw 2 lines and increase the brightness of that sector? Is this a bad joke I'm just not getting? Have you ever seen one of these? Does this look infected to you? What is love? I've so many more questions than real thoughts. Some people need more time to understand the point of something.Unfortunately,i am one of those.Let's hope this person is not one of them 0 Quote Share this post Link to post
MaxED Posted September 27, 2016 rickacid said:I'd spent hours studying for the best lighting.Sadly, you haven't learnt anything... 0 Quote Share this post Link to post
lil'devil Posted September 28, 2016 Nice work on the lighting, rickacid! Only a few people are able to do lighting properly like that. Most maps have default 192 lighting level all over the place. 0 Quote Share this post Link to post
Da Werecat Posted September 28, 2016 lil'devil said:Nice work on the lighting, rickacid! Only a few people are able to do lighting properly like that. Most maps have default 192 lighting level all over the place. Can't tell if sarcasm or not. 0 Quote Share this post Link to post
R1ck Posted September 28, 2016 Fonze said:Basic? How did it take you hours to draw 2 lines and increase the brightness of that sector? well, actually the Hours I spent was figuring out the texture that can blend with the lighting. 0 Quote Share this post Link to post
MaxED Posted September 28, 2016 And the answer was... "any texture"?.. 0 Quote Share this post Link to post
Koko Ricky Posted September 28, 2016 Try experimenting with a more complex lighting situation and post it. What you've shown us is pretty rudimentary. Get more ambitious. 0 Quote Share this post Link to post
printz Posted September 28, 2016 Making realistic light in Doom is annoying. But if you want your level to look stylish, there is pressure to make it realistic. Since it's so annoying, decent setups are severely limited. Here's an infographic: I even see in the original post the wall from the trench being wrongly lit. 0 Quote Share this post Link to post
R1ck Posted September 28, 2016 Yeah, I did some more homework. still look pale though. I need to work more tbh EDIT:printz said:Making realistic light in Doom is annoying. But if you want your level to look stylish, there is pressure to make it realistic. Since it's so annoying, decent setups are severely limited. Thanks for the tips. I stole the picture for future reference 0 Quote Share this post Link to post
Six Posted September 29, 2016 The standalone wall that casts a shadow doesn't work logically with the lighting because of how light levels work in sectors. I suggest making the shadow smaller (so it doesn't interfere with the lower ceiling) and raising the sector behind the wall by about ~288 units without texturing the walls around it. This causes the bleeding flats effect which negates both light levels on the ceiling or floor that you've lowered, and creates a fake floor/ceiling in its place. Example: http://imgur.com/a/6kb5d It's a very well known trick and very effective when utilized correctly. 0 Quote Share this post Link to post
Bauul Posted September 30, 2016 Six said:The standalone wall that casts a shadow doesn't work logically with the lighting because of how light levels work in sectors. I suggest making the shadow smaller (so it doesn't interfere with the lower ceiling) and raising the sector behind the wall by about ~288 units without texturing the walls around it. This causes the bleeding flats effect which negates both light levels on the ceiling or floor that you've lowered, and creates a fake floor/ceiling in its place. Example: http://imgur.com/a/6kb5d It's a very well known trick and very effective when utilized correctly. Does the flat bleed effect work consistently across all ports? I would be worried about inconsistent graphical glitches. 0 Quote Share this post Link to post
Six Posted September 30, 2016 AFAIK it works in:- Vanilla Chocolate Boom (+gl) Retro ZDoom (+gl) Eternity As for everything else i can't say. 0 Quote Share this post Link to post
Aliotroph? Posted October 1, 2016 If you use ZDoom you can do some interesting 3D effects with the light by using special 50: ExtraFloor_LightOnly. Here's my lazy imitation of the pictured map. I don't think the nice slope effect can be applied to the sides of the 3D floor. I didn't make any real attempt to get the angles right; I was more interested in seeing if the effect worked. 0 Quote Share this post Link to post
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