Feature #1462

Light Amp Goggles and Torches affect dynamic lights

Added by vermil almost 16 years ago. Updated over 10 years ago.

Target version:
Start date:
% Done:




Ability to optionally specify in a ded, wheter the Doom Light Amp Googles and Heretic/HeXen torches affect dynamic lights that only display at certain light levels (i.e lights not set to display at light level's of 255 won't be displayed if you have Googles or a Torch on.

Labels: Graphics

Related issues

Related to Feature #1635: HDR renderingResolved2013-10-23


#1 Updated by danij almost 16 years ago

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I don't think I really understand what you are requesting. Dynamic lights will never be visible at sector light level 255 since that means "fully bright" and so displaying dynamic lights would be pointless since the sector cannot get any brighter.

#2 Updated by danij almost 16 years ago

Letting sector light level amplify the dimensions and/or brightness of dynamic lights attached to things would certainly be possible (this is already implemented for light decorations).

I don't like the goggles idea, sorry.

#3 Updated by vermil over 14 years ago

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True, the light source itself isn't visible at 255, but if the light is coloured it still colours the surrounding area at that light level.

My request is...

You can set the size of a flat or wall based dynamic light (though not a thing based one, that's another feature request right there) to vary depending on a sectors light level.

I was wondering if an option could be added that also factors whether the player has Goggles or a Torch active when they look at said dynamic light. That said dynamic light will look like it is sitting in a sector with 255 brightness, regardless of what the sectors actual light level is when the player isn't using Goggles or Torch.

#4 Updated by skyjake over 10 years ago

  • Tags set to Lights
  • Status changed from New to Rejected

I can't really grasp what is being suggested here; closing.

#5 Updated by danij over 10 years ago

I believe what vermil was looking for is a way to apply dynamic lightings to a surface that is already "fully bright". For example, a sector whose lightlevel is 255 could be "over-brightened" by dynamic lights until the surface in question becomes a white blob at the extreme due to over saturation of the diffuse texture.

Essentially this is HDR stuff.

#6 Updated by skyjake over 10 years ago

There is now a Feature for HDR: #1635.

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