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Ligthing, Fire, Candle.


Unskilledlaborer

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My question is about lighting.

 

In Dromed and Dromed2 when you place a lit object (torch) in a room that object would shed light into the room with some default light setting.

 

Now my question is do lights in DOOM3 Radiant (DOOMEDIT) do the same? if I pick such n such light, lets just say a desk lamp or swinging light, does the light object emit light?

 

If so, where to I find light and lamp objects in doom that are already lit? Lamps, desk lamps, shoplights, chandeliers, any thing please.

 

If not how do I get a object (streetlamp or swinging lamp) to be lit.

 

I like how the lights in Dromed are already to go. All you do is plop them in and they shed light into the room. So far I can only put those right click then click “light” things in and that takes a lot of work to get one light set up so it looks like it is coming from a specific object. Plus those lights are very cubeish.

 

Can some one please help. I know how to get basic light into my mission I just don’t know how to plop in an object that is lit or plop in an object and have it cast light like you could do in Dromed.

 

Help Help!!

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  • 2 weeks later...

That is one thing I really miss about the T3Ed version of doing things rather than the Doom 3 way.

 

In T3Ed, everything is based on properties. A light is just a set of default lighting properties, but you can make any object emit light by adding the necessary light-emitting properties to it, and then create your object as an archetype that you can subclass as required.

 

D3 uses a much more limited system whereby the fundamental behaviour of an object depends on its "root class" (the idSpawnClass or whatever it's called) which cannot be changed once the object is created. This means that if you want an object to emit light you have to create the light first and then give it the model as a property, rather than adding light properties to an already-existing object.

 

What you can do is create an entity based on your model that automatically spawns a light via a script, but then you cannot see in the editor what the light is going to look like or adjust any of its properties.

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