Small and tall worklights
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
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- Blue Shadow
- Administrator
- Posts: 1129
- 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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- 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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- Blue Shadow
- Administrator
- Posts: 1129
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).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.
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.- 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.
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- Blue Shadow
- Administrator
- Posts: 1129
- 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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Really sorry, I am very new to this. xD
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- Blue Shadow
- Administrator
- Posts: 1129
I wrote:
- The small light's brightmaps don't seem to work (the tall light is fine).
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- Blue Shadow
- Administrator
- Posts: 1129
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