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VastleCania

Walls have different lighting?

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image.png.a7333624539da846b0a4cd8faff27f42.png

 

I've been futzing with making a DOOM deathmatch map for the first time, and I'm stumped on this issue. The walls on the left and right side of that picture have the same texture, and I haven't changed the sector lighting at all, however, they look totally different. Ideally I want them both to be bright red like the one on the right.

 

If it matters, I'm using Slade (the latest version) and the Eternity engine. 

 

I did some searching and couldn't find anything specific to this, which leads me to believe it's probably very simple! But can anyone help me out?

 

Oh, and if you're interested in what I'm making, here's a gif of an earlier version of the map:

doom3.gif.ad2f50574e92464559e6d328898f5c5a.gif

 

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51 minutes ago, xdarkmasterx said:

(A method)

Or @VastleCania you can make a MAPINFO Script in SLADE 3 and add smoothlighting too it, like this:

smooth.PNG.71076c804e11d1116f1827e4f27853d6.PNG

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It's a "quirk" of doom's original engine. When you have orthogonal walls like that, the engine messes with the lighting gradient on them. It's still a thing in source ports like PrBoom+ for example, but afaik doesn't happen in GZDoom, for instance.

 

Possible solutions include changing the angle of the wall very slightly, or increasing the light level a bit.

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Posted (edited)

Awesome, I figured it was something simple like that. I'll play around with the different solutions, thank you!

 

EDIT: Figured I'd drop what I used in here. Since I'm using the Eternity Engine (because there's a source fork that has 4-player splitscreen), I had to make an EMAPINFO script instead, and use 'unevenlight = false' to get the desired effect. But that worked and now I know what a mapinfo script is :)

Edited by VastleCania

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Just FYI, removing the fake contrast tends to make the game look not great, as the example shots on the doomwiki show.

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19 hours ago, Nine Inch Heels said:

 but afaik doesn't happen in GZDoom, for instance.

 

 

In GZDoom it is on by default but can be disabled or reduced if so desired by a mapper.

 

2 minutes ago, Linguica said:

Just FYI, removing the fake contrast tends to make the game look not great, as the example shots on the doomwiki show.

 

Correct, but in some cases it can also be quite a problem for certain maps.

 

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