Adds dynamic sprite shadows, baked texture lighting, dynamic sector lighting, and more. Works with GZDoom. Any mod, any map, any game.

Description

Adds long shadows (more wall shadows farther away), separate alpha CVars for shadows, bug fixes.

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relighting v4.0155b
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MasterZeroFlash
MasterZeroFlash - - 41 comments

I have a problem with the shader part of this mod (the one that is shown at the bottom of the Relighting Options screen) where (especially) the player fpp weapn sprites, white light sources (like the regular floor lamps) and menu text look really really washed out, which is fixed by disabling the shader, but that disables all of the shader (obviously). Any idea?

Think that first room on the left in Doom I, with the shader enabled when I look towards the room from outside the two floor-lamps give a very washed out white light, but also the room itself seems to be darker (and look more realistic), if I disable then the lamps give that normal yellowish light, but, the room behind it (with the two pillars) instead seem to have less realistic lighting. Maybe that effect of washout-ness helps actually creating the perceived increase in realism, IDK, but otherwise I would greatly appreciate advice on how to alleviate this problem.

I guess what Im asking is if there is a quick way to fix this or if I just have to fiddle with the saturation, bleed etc settings until I find something that works? (IF I ever find something >_<)

ALSO: I do not really like how the weapon sprite turns pitch black even though the room isnt pitch black (like when you start in Doom I for example, the room is gloomy, but not dark enough for the weapon and gloved hand to become black), Im guessing there is a setting for this, and if so, would you spare me the trial and error and tell me the name of said option? >_<

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HeyDoomer Author
HeyDoomer - - 70 comments

The "washed out" effect is the color bleeding (a photography technique to blend colors), which can be reduced or changed to 0 to disable. This is an effect that will likely vary from monitor to monitor.

The weapon sprite is darkened in certain areas that are much darker than the sprite, although I'm not sure this applies to the start of E1M1. There are no settings for this specifically. Generally, sector lights are controlled by sector light min and the dim settings, but it's also affected by area size targets. These broadly determine where light sources are placed in a map.

I'll check it out! Thanks!

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MasterZeroFlash
MasterZeroFlash - - 41 comments

When I set the Bleeding to 0 the colours end up too saturated instead >_<, maybe some contrast and saturation fiddling will help me find a good balance, but I cant be arsed just now so Ill play with it off (which is a bit of a shame considering the shader changes the overall light levels in a way similar to the Sector Light Mode in the regular Display Settings, but to the better, not that Im sure theres anything more you could do about it.)

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HeyDoomer Author
HeyDoomer - - 70 comments

The bleeding should be null if set to 0. Saturation may be your next problem. Generally reds and greens are more saturated than blues. Hope that helps!

Added a player shadow on self CVar for next release. Good idea!

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MasterZeroFlash
MasterZeroFlash - - 41 comments

I think I found a middle ground, as you said it will likely vary from monitor to monitor but setting the Bleed to 10 instead of 25 seems to have struck a good middle-ground between the intended effect looking good and proper saturation.

Also tried playing it with BeautifulDoom and got lag-spikes from firing weapons (especially the shotgun) each time, unless I turned off Floor Reflections (or by disabling the BeautifulDoom option for Smoke, Trails, Sparks and Debrie from ricochets, bullet holes, casings etc, as I learned after some extensive testing, Im guessing the combination just results in too much code at the same time >_<), dont know if this is of any interest, but I thought Id note it in case someone else ends up with this problem.

Also, a CVar, is that an On/Off or an X-to-Y slider? Looking forward to trying it out in any case :)

(Currently playing some "Doom The Way We Remember It" combined with Beautiful Doom and this (Relighting) mod and it is pretty awesome! You are doing some proper wizardry with this!

If I could think of anything I would really want to be added though it would probably be descriptions for all the settings (since Im probably not the only "noob" around and because some of the options dont always result in an instantly obvious image change and/or need restarting the map), either in a separate text file or via tooltips when hovering on an option (like in BeautifulDoom where having an option selected shows a specific tooltip in the top center of the screen for that chosen option, though I dont know if this is something inherently supported by GZDoom or something you'd have to code yourself >_<)

(Sorry for the wall of text, but cant be bothered to rewrite the whole comment now, it is late XD

EDIT: Also just tried adding Doom 3 For Doom Texture Replacer into the mix and holy smokes, this is soo good :o

EDIT2: I also tried Relighting with BeautifulDoom and the Doom 3 texture thing and Sigil, and what with Romeros love for cracks in the floor and whatnot, it made for quite the wow feeling. <3

Did Relighting win a Cacoward yet, and if not, wat.

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