gemini09 Posted November 29, 2012 Hey The dynamic lights don't correspond too accurately between GZDoomBuilder and GZDoom in-game. Does anyone have any ideas as to why? I am not too sure. 0 Share this post Link to post
Phobus Posted November 29, 2012 I'd hazard a guess that the size and intensity settings in GZDoom don't match up with the builder. If they are configurable in the builder, then try and tweak the settings to match yours in GZDoom. 0 Share this post Link to post
gemini09 Posted November 29, 2012 turns out it was Force Addiditive Light in Gzdoom... :] 0 Share this post Link to post
Pottus Posted November 29, 2012 Hey kinda off-topic, but do you guys know if it's possible to use GZBuilder for Zandronum maps or if there is a Zandronum config for it ? 0 Share this post Link to post
Gez Posted November 29, 2012 There should be Skulltag configs. Use that. 0 Share this post Link to post
Pottus Posted November 29, 2012 Well actually after testing it should indeed work I'm pretty Skulltag/Zandronum support is built into the Map formats available as linedef type 152 is in there and says (Skulltag only) I guess I should have tried this out first. 0 Share this post Link to post
gemini09 Posted November 29, 2012 Zandronum support is cool too. It would be cool with some co-op 0 Share this post Link to post
gemini09 Posted December 4, 2012 Here I've been experimenting with lighting in GZDoom.. the skybox in the background is lit by dynamic light things, and the area the player is in is lit by 240 bright sector and (6-2-16 RGB values of Thing 9039 - Fadesetter) what I can't work out is how to set a maximum limit on the effect the Fadesetter has on the building straight ahead. It has the same texture as the two nearest buildings a little to the right for another question, is there a more convenient way to do ambient lighting? 0 Share this post Link to post
gemini09 Posted December 6, 2012 Bump. Don't any of the ZDoom coders who roam here, have any advice to offer? 0 Share this post Link to post
gemini09 Posted March 13, 2013 Hello again. can ya turn off dynamic light things while in the 3D editing mode? 0 Share this post Link to post
pming Posted March 16, 2013 Hiya. Yes. You can either do an "all" effects toggle by clicking the button at the top called "FX" (it's red, IIRC), or you can toggle the individual aspects (Dynamic Lights, Animated Dynamic Lights, 3D Models, etc.). If you don't see those, you may need to enable them by going to Tools --> Preferences and down at the bottom left make sure "GZDoom Toolbar" is checked off. 0 Share this post Link to post
gemini09 Posted March 18, 2013 ah yes, pressing B while in 3D mapping mode 0 Share this post Link to post