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marxr

Bloodfall problems

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Usually it happens because of the fake contrast but sometimes I see it even on non-orthogonal lines. In any case, dragging the vertices randomly a bit usually helps.

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Depends on the orientation of the linedef(s).
Moving a vertex of the affected linedef by as little as one mapunit usually fixes that.

In ZDoom maps use MAPINFO evenlighting.

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Dragged dem vertices a LOT and finally got it fixed, anyway how to do that mapinfo thing, seems like a useful thing, since this map will be zdoom.

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Thanks, i know how to make mapinfo but to get rid of that "bug" you just have to write evenlightning?

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It's not a bug, and in the vast majority of cases, disabling it will make a map look worse unless you're really intense with manually setting up UDMF per-sidedef lighting on every wall to compensate. Learning how to use fake contrast to your advantage is worth your while. It's a great way to add definition to your shapes, and prevent structures from appearing as formless blobs.

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North-south lines are slightly brighter than normal, east-west lines are slightly darker than normal. This is a standard part of the Doom engine, and makes orthogonal rooms seem less flat. The correct solution is to just make the line in question not run perfectly north-south (moving one of the vertices east or west by a single unit is sufficient). Setting evenlighting will affect the whole map, drastically affecting the appearance of other walls, and doesn't work in all ports anyway.

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esselfortium said:

Learning how to use fake contrast to your advantage is worth your while.

Well, how?

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