You dont need to check the flag for 25% opacity. you can simply change the alpha in the properties of the texture, on a scale of 0-1, so for example, if you DID want 25% opacity, you would input 0.25 but if you want even more transparency you can do 0.1, or any lower amount.
pretty cool trick. I'm currently working on an ancient egypt themed mod so theres not a lot of use for lightbulbs but I can use this method for sunlight shining through cracks in the walls and stuff like that.
This is a really good tutorial! I like adding lots of little detailed things to Doom maps and this light tutorial showed me how much detail you can really have and get to in Classic Doom can have. I hope this video gets more attention!
@@MrNimbleBear yeah, that's totally fine. I mostly use the circular thing on light decorations and jumppads (and not so frequently on ceiling lights) I use udmf format, but my hardware is sightly outdated, so I rely more on sector lightning over gl lights for both performance and aestethic reasons.
great video!! could u tell me what your offsets are for the lamp on the floor shining upwards? I’ve been screwing around with the numbers but cant figure it out. Thx!
It's the same as the lamp I've made in the video. When drawing sectors you're essentially making a room with one ceiling and one floor. They always are aligned perfectly with one another. So my offsets would be 23x23 (as far as I remember from video).
Hey thx for making this. However, all those options like the transparent opacity one at the edit linedef window are not there for me. How do I make them show up?
@@GabeVitoV My version is 3.0.0.3274 (cbe8abb) Since you say you have the latest version, then maybe that's the case. If you can't fix it, you can check the pinned comment, the guy explains that you don't have to use that flag.
Thank you for your extensive replies 😊🔥. Digging further into it, it turned out I’m just a noob (beginner mapper). I wasn’t on UDMF but normal Doom/Boom
The program is called Ultimate Doom Builder. Here's the link to it: github.com/jewalky/UltimateDoomBuilder You'll need original DOOM2.WAD or DOOM.WAD iwads to start creating your own new maps. I also recommend getting GZDoom (as it's the engine I'm using in this video). Link to GZDoom: zdoom.org/downloads
You dont need to check the flag for 25% opacity. you can simply change the alpha in the properties of the texture, on a scale of 0-1, so for example, if you DID want 25% opacity, you would input 0.25 but if you want even more transparency you can do 0.1, or any lower amount.
Thanks for advice dude
pretty cool trick. I'm currently working on an ancient egypt themed mod so theres not a lot of use for lightbulbs but I can use this method for sunlight shining through cracks in the walls and stuff like that.
That's a very good idea
This is a really good tutorial! I like adding lots of little detailed things to Doom maps and this light tutorial showed me how much detail you can really have and get to in Classic Doom can have. I hope this video gets more attention!
Very glad this helped :)
Nice dude, I was trying to figure out how to do sky beams. seems so simple now.
thanks! i always pondered how they did that!
Nice looking volume light! Is this technique works in vanilla Doom?
I have no clue. Probably won't, but you can try making a map with this lighting and boot it up in Chocolate Doom (I believe that's how it's called).
Ok, solid video. I find interesting that you made a circle by hand at the end of the video, when the program has a tool to make circular sectors.
Yeah, I did that because you have more control over it. I do use the circle sector tool from time to time, but only to save time.
@@MrNimbleBear yeah, that's totally fine.
I mostly use the circular thing on light decorations and jumppads (and not so frequently on ceiling lights)
I use udmf format, but my hardware is sightly outdated, so I rely more on sector lightning over gl lights for both performance and aestethic reasons.
great video!! could u tell me what your offsets are for the lamp on the floor shining upwards? I’ve been screwing around with the numbers but cant figure it out. Thx!
It's the same as the lamp I've made in the video. When drawing sectors you're essentially making a room with one ceiling and one floor. They always are aligned perfectly with one another. So my offsets would be 23x23 (as far as I remember from video).
@@MrNimbleBear thanks a ton!
Hey thx for making this. However, all those options like the transparent opacity one at the edit linedef window are not there for me. How do I make them show up?
You might be using an older/newer version. I don't know which version I currently have, but I'll let you know when I get back to it.
@@MrNimbleBear I have the newest one, I appreciate you looking into it!!
@@GabeVitoV My version is 3.0.0.3274 (cbe8abb)
Since you say you have the latest version, then maybe that's the case.
If you can't fix it, you can check the pinned comment, the guy explains that you don't have to use that flag.
Thank you for your extensive replies 😊🔥. Digging further into it, it turned out I’m just a noob (beginner mapper). I wasn’t on UDMF but normal Doom/Boom
how do i get that app?
The program is called Ultimate Doom Builder.
Here's the link to it:
github.com/jewalky/UltimateDoomBuilder
You'll need original DOOM2.WAD or DOOM.WAD iwads to start creating your own new maps.
I also recommend getting GZDoom (as it's the engine I'm using in this video).
Link to GZDoom:
zdoom.org/downloads
@@MrNimbleBear tysm