maggot202 Posted February 17, 2009 Hi i'd like to add lights to some objects, like torchs or lamps (like jdoom does). Is there a website that explains how to do this? thanks! 0 Share this post Link to post
maggot202 Posted February 18, 2009 thanks man! Another question, where sould i put the code? in the ENTER/OPEN script, i assume? thanks again, if i can pull this off nicely, i'll abandon my doomsday project and switch it to gzdoom. The scripting was too much complicated on that port :( 0 Share this post Link to post
Enjay Posted February 18, 2009 You assume incorrectly. GLDEFS, like MAPINFO, ANIMDEFS etc is a text based control lump. So, put your light definitions in to a text file then stick it in the WAD as a lump called GLDEFS. If you want to see a ready-made example, look inside lights.pk3 that should have come with GZDoom. 0 Share this post Link to post
maggot202 Posted February 19, 2009 Wow. Just wow. So it was as simple as opening the lights.pk3 file, take the doomdefs.txt file in it, save as GLDEFS.txt and incorporate into the wad as a lump via XWE or something. I wonder why people doesn't do this more often, it makes almost any level prettier to look at. So, jdoom, i guess this is farewell for us, but you'll always have a place in my heart, as you were the first doom port i used :( 0 Share this post Link to post
DuckReconMajor Posted February 19, 2009 I was going to mention that, but I figured that since no one else mentioned it there must be something wrong with using it. I guess I learned my lesson, sorry I didn't speak up. 0 Share this post Link to post
maggot202 Posted February 19, 2009 Well, the upside is that now we both know that this can be done, apparently with no ill effects. Anyway, here's the first map i've converted. It's a remake of my first map (which i uploaded here about a year ago): http://www.cec.uchile.cl/~nilopez/tst_gzdoom.wad 0 Share this post Link to post
DaniJ Posted February 19, 2009 maggot202 said:thanks again, if i can pull this off nicely, i'll abandon my doomsday project and switch it to gzdoom. The scripting was too much complicated on that port :( The reason you've probably had such a hard time with XG was because you were trying to use it as a scripting language and approached it as such. It isn't. XG is basically BOOM's generalized linetypes on steroids. 0 Share this post Link to post
DuckReconMajor Posted February 20, 2009 maggot202 said:Well, the upside is that now we both know that this can be done, apparently with no ill effects. Anyway, here's the first map i've converted. It's a remake of my first map (which i uploaded here about a year ago): http://www.cec.uchile.cl/~nilopez/tst_gzdoom.wad That was fun. 0 Share this post Link to post
maggot202 Posted February 20, 2009 DuckReconMajor said:That was fun. Thanks man :) Another question regarding this same matter: is there a way to give textures and/or flats light? (again, like jdoom does), i read the page above, but it seemed like only objects could give dynamic light, but one never knows. 0 Share this post Link to post
Gez Posted February 20, 2009 You can make flats (including wall textures used on flats) glow. http://forum.zdoom.org/viewtopic.php?f=3&t=20979 0 Share this post Link to post
maggot202 Posted February 22, 2009 wow, thanks man, i'm gonna try this right away :) 0 Share this post Link to post