Doom Marine Posted July 11, 2005 The current DB has the ability to change sector lighting by 1 or 16 unit increments. I like to change sector lighting by 10-unit increments. When it comes to lighting, the 16-unit system [0, 16, 32...] is used very often, and good for those who use it. I prefer to use the 10-unit [0, 10, 20...] lighting system in my level, since it gives a smoother light gradient than the 16-unit system. A good demonstration of the 10-unit lighting system can be seen in AV Map20, AV Map29, and other Malde and Johnsen maps. From these examples, I started to apply 10-unit lighting to my maps, as seen in DV. I tried to operate the 10-unit lighting system by a combination of 1-unit and 16-units increment keys, in practice it was too awkward and required too many keyboard taps to be practical. So I tried the next best thing: manually changing the sector lighting via sector properties. Changing the lighting by going into sector properties works well up to a point, but when my map grew very large, it became very time consuming to change the lighting via sector properties. I would like a 10-unit increment key for changing the lighting in 3-D mode, that would save me about 90 minutes of work on each of my map. This suggestion is a little bit specific, but it's worth a shot! Thank you for your time. EDIT: Customizable lighting increments request. 0 Share this post Link to post
myk Posted July 11, 2005 If I'm not mistaken DOOM engines use 16 unit increments for lighting, so wouldn't 10 unit increments fail to make a difference on some of the steps? If you set two adjacent light levels to 20 and 30 you wouldn't see a difference between them, supposedly, because they are both greater than 16 but less than 32. 0 Share this post Link to post
Vader Posted July 11, 2005 To increase the usefullness of this; what about simply making a customizeable light-level-intervall? Default setting would be 16 units, but you could change it to whatever you want... Possible? 0 Share this post Link to post
Doom Marine Posted July 11, 2005 myk: Interesting point, but I still think the 10-unit lighting system has its applications when it comes to OpenGL-enhanced ports such as Doomsday or GLBoom. 0 Share this post Link to post
TwinBeast Posted July 11, 2005 I support Vader's idea. I wouldn't want to use a 10 unit increment, I would like to use 8 unit increment, because it matches better with the amount of lightlevels... 0 Share this post Link to post
Nuxius Posted July 11, 2005 Well, I know there is a difference in zDoom for 10 light level increments. I tried making one sector with a light level of 140, and one next to it with a light level of 130, and could see a difference. As for whether you could see the difference in Doom2.exe, I have no idea. But I do know it's not limited to just GL ports. 0 Share this post Link to post
andrewj Posted July 11, 2005 Original Doom.exe had 32 light levels (8 unit increments). I believe all software ports (Zdoom etc) are the same, as there is little point in having more levels when running in 8-bit video modes. 0 Share this post Link to post
Nuxius Posted July 11, 2005 Well, that explains why I could see the difference in zDoom then. So logical software mode light levels would be: 0 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160 168 176 184 192 200 208 216 224 232 240 248 255 Just a quick reference list for those who are interested. 0 Share this post Link to post
david_a Posted July 11, 2005 I'm pretty sure ZDoom changed it so that each light level from 0-255 is different, although I don't think it makes a big visual difference. 0 Share this post Link to post
Doom Marine Posted July 11, 2005 Customizable light increment keys would be great. 0 Share this post Link to post
sargebaldy Posted July 12, 2005 Yes, in ZDoom the lighting is different at each unit. 0 Share this post Link to post
Martin Howe Posted July 12, 2005 If the light-level I want isn't a default value, I just type the in the drop-down box. When DB offers 0, 8, 16, etc, the value can be overriden simply by typing over it - it's not a true selection drop-down box because the values are only defaults and can be edited over. You can even edit the defaults in the per-game .cfg file, but DB isn't smart enough to correctly extend the box itself if there are more values in the default list than it expects - I know, 'cos I tried :) It starts using two columns! As for DOOM - I've been using ZDoom for so long, I didn't even KNOW that vanilla engines could only have increments of 16 :) 0 Share this post Link to post
cycloid Posted July 12, 2005 one suspects it's a limitation of the 256 color palete. that there arent enough shades of each color to reproduce the effect as desired. hence at low light levels everythig becomes black with a bit of grey. 0 Share this post Link to post