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Small and tall worklights

  • elend
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5 years 5 months ago - 5 years 5 months ago #1 by elend
Small and tall worklights was created by elend
Information:
Name: Small Worklight, Tall Worklight
Connection: -
Palette: Doom
Summon: "Small Worklight", "Tall Worklight"
Ambient Sound: -
De-/Activatable: -
Destroyable: -
Special Effects: GLDefs, "spinning" script
Brightmaps: Yes
Actor modification: -
ACS: -

Credits:
Code: elend, TheMrCat
GLDefs: elend
Sprites: Based on Sketchfab.com models (tall light by user "ayoung93" and small light by "GabeTheSerrano")
Sprite Edit: elend
Idea Base: Inspired by Aliens FPS games and modern sci-fi shooters in general

Description:
Small and tall worklights. The lights can be pushed and spin a little bit afterwards. Looks neat in motion but can be disabled if not needed. Comes with Decorate, GLDefs and Brightmaps.

Sprites:




Preview:


Download Link:
http://www.vidgames.de/images/temp/doom_wad/elend_worklights.zip
Last edit: 5 years 5 months ago by elend. Reason: Fixed image links

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5 years 5 months ago #2 by Blue Shadow
Replied by Blue Shadow on topic Small and tall worklights
(The following feedback is based on testing the WAD file only)
  • The lights appear invisible in-game.
  • Generally, the submission should consist of a zipped WAD file, with no extra files.
  • Why are not the brightmaps used?
  • It's better for the actor and light definitions to have spaceless names, i.e SmallWorklight instead of "Small Worklight" (remove the quote marks and the space character(s)).
  • All graphics and sprites should be in PNG.
  • For the INFO and CREDITS lumps, make sure you follow the submission template here at the bottom of the post .

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5 years 5 months ago #3 by elend
Replied by elend on topic Small and tall worklights
Thank you very much for your reply. This is my very first submission of this sorts, so I hope to improve in the future.

- The worklights should be visible ingame, maybe the offsets got reset when I changed them to doom graphic format. If they have to be PNG anyway, then even better.
- The brightmaps were in my brightmaps/auto folder, thus beind applied automatically. I will add them to the GLDefs as well. Did not think of that.
- The other minor changes will be made asap. I will let you know once I uploaded a new version.

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5 years 5 months ago #4 by Blue Shadow
Replied by Blue Shadow on topic Small and tall worklights

elend wrote: - The worklights should be visible ingame, maybe the offsets got reset when I changed them to doom graphic format. If they have to be PNG anyway, then even better.

GZDoom simply can't find the sprite, as they're not where it expects them to be, and that is between S_START and S_END markers (see here for more info).

- The brightmaps were in my brightmaps/auto folder, thus beind applied automatically. I will add them to the GLDefs as well. Did not think of that.

Auto-brightmaps don't apply to and can't be used with WADs, so you have to define them in GLDEFS, in this case, yes.

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5 years 5 months ago #5 by elend
Replied by elend on topic Small and tall worklights
Oh my, I am sorry. I am so used to using pk3, that I did not think of the sprite markers! I added them to the WAD now and updated the download link. Do you think it‘ll work now? Sorry for causing so much trouble. :)

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5 years 5 months ago #6 by Blue Shadow
Replied by Blue Shadow on topic Small and tall worklights
Yes, they appear now, but there are a couple of issues:
  • The dynamic lights are broken. GZDoom logged these in the console:
    Code:
    Script error, "elend_worklights.wad:GLDEFS"line 12: Warning: dynamic lights attached to non-existent actor Small Worklight Script error, "elend_worklights.wad:GLDEFS"line 30: Warning: dynamic lights attached to non-existent actor Tall Worklight
  • The small light's brightmaps don't seem to work (the tall light is fine).

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5 years 5 months ago #7 by elend
Replied by elend on topic Small and tall worklights
I am terribly sorry. Another mistake on my part. I hopefully fixed those issues now and updated my .zip yet again.

Really sorry, I am very new to this. xD

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5 years 5 months ago #8 by Blue Shadow
Replied by Blue Shadow on topic Small and tall worklights
This is still not fixed:

I wrote:

  • The small light's brightmaps don't seem to work (the tall light is fine).

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5 years 5 months ago #9 by elend
Replied by elend on topic Small and tall worklights
I could have sworn I fixed that. I updated the link once again, where it should be fixed now.

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5 years 5 months ago #10 by Blue Shadow
Replied by Blue Shadow on topic Small and tall worklights
All is good now. Approved.

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