[Submission] Marine Supply Pack
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #11
by MagicWazard
Replied by MagicWazard on topic [Submission] Marine Supply Pack
Sorry, I made a retarded little mistake. There shouldn't be a space between the sprite name and frame letter. THIS example works:
I tested it this time! I didn't test the last example, because I thought my memory was serving me more strongly. (I'll go back and edit my last examples, too.)
Code:
object SupplyPack
{
frame XPAKA { light GREENARMOR1 }
frame XPAKB { light GREENARMOR2 }
}
I tested it this time! I didn't test the last example, because I thought my memory was serving me more strongly. (I'll go back and edit my last examples, too.)
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
Less
More
- Posts: 228
8 years 6 months ago - 8 years 6 months ago #12
by DBJ87
Replied by DBJ87 on topic [Submission] Marine Supply Pack
Thank you. I'll make the modifications and update the description went ready.
When testing with the new changes I noticed this error message.
It's a non-fatal error that's telling me the Green Armor's light GLDef doesn't exist or isn't configured. It didn't show the green glow until I fixed it, by adding the Green Armor's light def, point light in as well.
So the light Defs looks like this now:
With a message in the file's notes- explaining why I've left it in. It's working now, looks a lot better with the green glow too
When testing with the new changes I noticed this error message.
Code:
"GLDEFS object "SupplyPack" references undefined light "GREENARMOR1"
So the light Defs looks like this now:
Code:
object SupplyPack
{
frame XPAKA { light GREENARMOR1 }
frame XPAKB { light GREENARMOR2 }
}
pointlight GREENARMOR1
{
color 0.0 0.6 0.0
size 48
}
pointlight GREENARMOR2
{
color 0.0 0.6 0.0
size 32
}
With a message in the file's notes- explaining why I've left it in. It's working now, looks a lot better with the green glow too
Last edit: 8 years 6 months ago by DBJ87.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #13
by MagicWazard
Replied by MagicWazard on topic [Submission] Marine Supply Pack
I'm OK with it now.
Warning: Spoiler!
Out of curiosity, are you loading/autoloading "lights.pk3" when playing GZDoom? Are other objects in the game emitting glow effects? Because if you're loading "lights.pk3", then the lights "GREENARMOR1" and "GREENARMOR2" should already be available for your custom item to use. There's really no harm in including them with the submission; they won't hurt anything even if they duplicate the light defs from "lights.pk3" (as long as they don't change it and screw anything else up!). I'm just kind of curious about your setup. (For the record, if I comment out the Green Armor's light definitions from the submission, it still emits the glow in-game, because it's finding the light definition in "lights.pk3".)
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
Less
More
- Posts: 228
8 years 6 months ago #14
by DBJ87
No, the only PK3 file running is the Doom64 Textures pack. At the moment, objects that glow are Spheres, Lights & some enemies, anything that has a GLDEF set up already in use, but like Doom's own armors, power-ups & lights aren't glowing at the moment.
I have got quite a few texture packs added too though.
Replied by DBJ87 on topic [Submission] Marine Supply Pack
Out of curiosity, are you loading/autoloading "lights.pk3" when playing GZDoom? Are other objects in the game emitting glow effects?
No, the only PK3 file running is the Doom64 Textures pack. At the moment, objects that glow are Spheres, Lights & some enemies, anything that has a GLDEF set up already in use, but like Doom's own armors, power-ups & lights aren't glowing at the moment.
I have got quite a few texture packs added too though.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #15
by MagicWazard
Replied by MagicWazard on topic [Submission] Marine Supply Pack
Ok, I see. GZDoom includes a "lights.pk3" and a "brightmaps.pk3" which define lighting and brightmapping for all of the stock Doom/Heretic/Hexen/Strife content, but neither of the pk3s are loaded automatically by GZDoom; you have to load them manually, or set up your user configurations settings to have them autoload. So that's why the GREENARMOR1/2 lights weren't working until you copied them into the GLDEFs for your submission.
Warning: Spoiler!
An example for autoloading these files using your user configuration:
This assumes "lights.pk3" and "brightmaps.pk3" are in the same directory as GZDoom.exe (they usually should be).
Code:
# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=lights.pk3
Path=brightmaps.pk3
Please Log in or Create an account to join the conversation.
- DBJ87
- Topic Author
- Wicked
Less
More
- Posts: 228
8 years 6 months ago #16
by DBJ87
Replied by DBJ87 on topic [Submission] Marine Supply Pack
Yes. That's fixed it, thank you
Please Log in or Create an account to join the conversation.