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Deertag

light transfer to walls

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I'm wondering is it possible to transfer light from a sector to a wall texture without the light effecting the surrounding floor and/or ceiling? What I'm aiming for is a subdued light in a sector and then having one or more selected walls be lit brighter to attract attention to those walls.

Back in the day, what I'd do is place a very thin sector around or in front of the selected wall texture and increase the brightness in the thin sector so the wall would be brighter. Obviously, hoping that players wouldn't notice the bright floor/ceiling in the thin sector.

With much more advanced editing capabilities with DB2 and ZDoom, I'm sure this is possible. I tried to follow a tutorial on what I thought was this very effect, but I either didn't understand the process or screwed something up. End result was I couldn't get it to work.

If anyone is familiar with this effect, I sure would appreciate it if you could guide me thru the process. Once I get it to work once, I'm golden. :)

Thanks in advance.

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In ZDoom Hexen format there's a wall light transfer special but I always forget how to use it (it's weird, if I remember right :P), and in ZDoom UDMF format you can apply lighting to individual sidedefs by going to their "Custom" page in the Edit Linedef dialog.

In any Boom-compatible port, you can put a thin sector in front of the line to be affected, then use floor and ceiling light transfers to set them to match the adjacent room.

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esselfortium said:

In any Boom-compatible port, you can put a thin sector in front of the line to be affected, then use floor and ceiling light transfers to set them to match the adjacent room.


Note that it doesn't even need to be "thin", because its light levels will be set to whatever you want by the transfers.

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I didn't think of doing the light transfer on the thin sectors to hide the higher light level. Thanks for the help guys. I appreciate it.

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No ACS or transfer things necessary. This can be done in vanilla doom.

See these steps:

Create a lighter sector attached, delete the red vertex, enjoy.

Floor/ceiling hights may differ, in that case, add upper/lower textures to the gray line.

Be sure that the editor doesn't merge the overlapping lines. Doom Builder 2 doesn't.

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