Author Topic: Brutal Hexen & Lighting  (Read 3919 times)

peewee_RotA

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Brutal Hexen & Lighting
« on: March 20, 2014, 08:19:00 AM »
I finally gave the Brutal Hexen beta a go and found an interesting modification. The lighting of individual sectors appears to be ignored in favor of using torches (and other dynamic entities) to radiate light. Sky and skylights also create light that bleeds.

(There do seem to be some other sectors that keep their original light for some reason, possibly a glow functionality on the sector, but for the most part...)

I think it's really cool to see a similar lighting system work so well.

http://www.youtube.com/watch?v=tktmiuo1xpE

peewee_RotA

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Re: Brutal Hexen & Lighting
« Reply #1 on: March 20, 2014, 09:10:11 AM »
My brain woke up and realized this is a GZDoom feature. I'm only seeing it now because I prefer zdoom, and have never bothered trying it.

After some more experimentation it looks like it is scaling down existing values, so that the brightest sectors still shine enough to be visible in the low light areas. The Caves of Circe has some pretty unique lighting effects compared to the other levels, so you get to see how the lighting works better there.