Scorpio Posted August 9, 2019 Tell me how to make a similar effect with lighting? I understand that this is somehow connected with the gradient and transparency, but I don’t understand how. 0 Share this post Link to post
2 elend Posted August 9, 2019 What you need for this are two things: 1) A picture of a gradient (something like this) 2) UDMF map format (I think, it's UDMF only) Then you simply use that gradient as a midtexture. In UDMF you can set its render style to additive and play around with the amount of translucency thus changing the intensity of this effect. 2 Share this post Link to post
1 Graf Zahl Posted August 9, 2019 It can also be done in Hexen format, but it's a little bit more complex because it needs to use a line special to set the translucency. The effect itself is just a texture of the gradient used with additive translucency, nothing complicated here. With a proper TRANMAP it can even be achieved in Boom. 2 Share this post Link to post
0 Scorpio Posted August 9, 2019 Thanks! I thought that this is done without texture, only with color gradient and transparency. 0 Share this post Link to post
0 Scorpio Posted August 10, 2019 Everything worked out! In the UDMF format, the PP_START and PP_END markers are not needed? 2 Share this post Link to post
0 DoomSpud Posted August 10, 2019 No gradient texture required. Sector fade colour set and then fog density raised. 1 Share this post Link to post
0 elend Posted August 10, 2019 Yeah but with this you have a even column of "fog/light" extending over the whole sector and not those cool light fall offs like in the example pictures. 1 Share this post Link to post
0 DoomSpud Posted August 11, 2019 15 hours ago, elend said: Yeah but with this you have a even column of "fog/light" extending over the whole sector and not those cool light fall offs like in the example pictures. I mostly stick to dynamic lighting anyway... looks better. 0 Share this post Link to post
Tell me how to make a similar effect with lighting? I understand that this is somehow connected with the gradient and transparency, but I don’t understand how.
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