Koko Ricky Posted July 4, 2012 The brightness of any given area in a Doom map is determined by the sector, not the linedef. I get that. But is there any way around this? If I wanted to create some nice lighting contrast by only adjusting the brightness of a wall, is this possible? 0 Share this post Link to post
schwerpunk Posted July 4, 2012 Not sure about Doom Builder 2, but I know that in GZDoom Builder -- in UDMF format, anyway -- you can adjust the light of walls, ceilings, and floors, independently by going to Edit Linedef > Sidedefs > Custom fields..., then changing the "light integer" to plus or minus whatever the sector light is. Example: If you had a Sector with light of 32, and you wanted the wall to have a light of 64, you put "32" and Value. Likewise, if you wanted the Sidedef to have a light of "0" you'd input "-32" in the same place. Sorry if this is incompatible, or inapplicable, to/with your situation. Example screenshot. Another way to do it would be to make a pixel-thin Sector protruding from the wall. If this creates a lit area on the floor/ceiling that you don't want, then I believe you can just move both of those up/down, out of the player's view, then delete the texture within, and they'll just see the floor's/ceiling's texture repeating, and won't even notice it's just a slime trail. P.S. also maybe use "transfer light" specials from other sectors with your designed floor/ceiling light level? EDIT: I don't know what a 'light thing' is, but that does sound easier, heh. 0 Share this post Link to post
SonicIce Posted July 4, 2012 example http://www.sendspace.com/file/xk6fp2 regular doom2 editing config. u can make the sliver of a sector even smaller like 1 unit 0 Share this post Link to post
Chopkinsca Posted July 4, 2012 Edit: SonicIce beat me by 2 minutes. If it's boom/vanilla compatible, you can make a small sliver of a sector to give the wall a light. Here is an example done in a grid size of 1: It's barely noticeable unless you are directly looking for it. 0 Share this post Link to post
esselfortium Posted July 4, 2012 If it's Boom-compatible, rather than bothering to make the sector so thin, you'd be better off just using a floor light transfer and a ceiling light transfer to keep the floor and ceiling the same brightness as the surrounding room while brightening up the wall. A bunch of the lighting in Vaporware Demo was done this way. 0 Share this post Link to post
TimeOfDeath Posted July 4, 2012 Darken the texture in an image editor and add to the wad. ;) 0 Share this post Link to post
traversd Posted July 4, 2012 A while ago someone pointed out that (for a seamless look in vanilla) you can delete the 3rd vertex of the "slither" (providing your editor won't correct sector references) or move it atop one of the other vertices in the sector and you get the same effect minus the floor ceiling of the "slither". You can even change floor/ceiling heights to mount a light on the wall so to speak. 0 Share this post Link to post
Koko Ricky Posted July 4, 2012 Wow! A lot of different methods. I was thinking of implementing this in a strictly vanilla map I'm working on. I'll have to try one of these methods and see which one looks best. 0 Share this post Link to post
schwerpunk Posted July 4, 2012 Just a quick example I souped up, in case any newbies wander by and have no idea what we're talking about. In Doom Builder, and In Doom (software mode).* I've heard of it before, but it's the first time I try this 'trick,' and I'm surprised at how well it works. Of course in actuality, you'd want to make the holes small enough so that the player couldn't fall through. *Oh, lol, I forgot the lighting! Well, you get the idea of the repeating floor/ceiling textures at least. Okay, time for the morning coffee... 0 Share this post Link to post