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Godsdoomer
Green Marine


Posts: 46
Registered: 08-11


Hi all,

I am trying to use Glnode lighting in a map of mine. This lighting looks very akin to bloom lighting (circular with faded out edge). In trying to implement this feature, I have attempted to reverse engineer how it works by opening up other wads which have said lighting. The only thing that I noticed was a GLNODE file, which when viewed as text appeared as gibberish.

If you need me to post an image to better explain the type of lighting I am trying to make, let me know and ill add it.

Thanks alot

Old Post 01-26-13 21:41 #
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Gez
Why don't I have a custom title by now?!


Posts: 11112
Registered: 07-07


GL nodes have nothing to do with lighting. They're just nodes that are compatible with the needs of OpenGL renderers -- which is to say, they are stricter than Doom's nodes.

More likely, what was used were dynamic lights.

GZDoom doc
Doomsday doc

Old Post 01-26-13 22:00 #
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Godsdoomer
Green Marine


Posts: 46
Registered: 08-11


EDIT:

I see that the PointLight class is already defined and that I dont need to add it to decorate; yet I see no thing on the doombuilder menu called "PointLight".

Last edited by Godsdoomer on 01-27-13 at 05:54

Old Post 01-26-13 23:21 #
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Gez
Why don't I have a custom title by now?!


Posts: 11112
Registered: 07-07


If you aren't using a GZDoom config, it's not surprising. You can get the editor numbers from the wiki, though.

In DB2, loading gzdoom.pk3 as a resource file should also add them automatically if they are truly missing from the config.

Old Post 01-27-13 06:38 #
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Godsdoomer
Green Marine


Posts: 46
Registered: 08-11


Done. Thanks

Last edited by Godsdoomer on 01-27-13 at 16:22

Old Post 01-27-13 15:11 #
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