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Before building lightmaps, the wad file must first be pre-compiled with
GL nodes using GLBSP (http://glbsp.sourceforge.net/). Optionally, PVS
data can be built using GLVIS (http://www.vavoom-engine.com/glvis.php)
which can help speed up compile time.
The input for DLight is as follows:
dlight -map ## [option1] [option2] ... [wad file]
As of version 2.0, DLight can only compile one map at a time so the
-map option is required.
Options
-map <1-99> Specify the map number to compile for
-samples <2, 4, 8, 16> Specify how many samples to build. Samples are
automatically rounded into powers of two. Higher
sample count will result in faster compile times
but results in poor quality lightmaps, while
lower values will generate better quality
lightmaps but results in longer compile times.
Using 8 or 16 is recommended.
-size <64, 128, 256> Specify the width and height of the lightmap
textures. Size is automatically rounded into
powers of two. Using 128 or 256 is recommended.
-threads <##> Specify how many threads to utilize for building
lightmaps. By default, the tool will try to
utilize 2 threads.
-help Displays list of options
-config <file path> Specify a configuration file to use. By default
it will try to find SVE.CFG
-writetga Dumps generated lightmaps as targa image files
-ambience <##> UNUSED
DLight Configuration File Specification
Format:
/*
multi-line comment
*/
// single line comment
block name
{
<property> <value>
}
integer a single whole number
float a number with decimals
vector a quoted string with 3 floating point or
integer numbers usually in the form of xyz
boolean either 0 or 1
Blocks:
mapdef
lightdef
surfaceLight
Mapdef block:
A mapdef defines the global sunlight behavior for a specified map.
Mapdef properties:
map <integer> The map number this mapdef block should
be assigned to
sun_direction <vector> A vector representing the direction in
which the direction of the sun is coming
from. Vector is normalized, meaning each
component ranges from 0.0 to 1.0 and is
measured in Doom axis coordinates
(e.g. x = left, y = forward, z = up)
Default vector: "0.45 0.3 0.9"
sun_color <vector> A vector representing the RGB color of
the sunlight. Values ranges from 0 to
255 Default vector: "255 255 255"
sun_ignore_tag <integer> If specified, any sector with this tag
will not be lit by sunlight and no
lightmaps will be generated for it.
Lightdef block:
A lightdef block allows to define a thing to emit light during
compile time.
Lightdef properties:
doomednum <integer> The doomednum of this thing in which
will generate lightmaps.
rgb <vector> A vector representing the RGB color of
the light
height <float> Sets an offset on the z-axis for the
origin of the light source.
radius <float> Specifies the radius of the light. A
larger radius will result in more
surfaces affected by this light.
Setting radius to -1 will tell DLight
to take the radius based on the
thing's angle value.
intensity <float> Specifies how strong the light source
is. A value of 4.0 is recommended in
Strife: Veteran Edition
falloff <float> Sets the falloff for this light
(expiremental)
ceiling If specified, then the origin of the
light will be relative to the ceiling
instead of the floor
SurfaceLight block:
A surfacelight block specifies a surface (either a wall or a flat) to
emit light during compile time.
SurfaceLight properties:
tag <integer> Tells Dlight to emit light from all
sectors/lines that contains this tag value.
rgb <vector> A vector representing the RGB color of
the light
cone_inner <float> Specifies the FOV (in degrees) of the main
source of light. Value ranges between 0 to
180 degrees. Smaller values results in
larger cone.
cone_outer <float> Specifies the FOV (in degrees) of the light
fading out from the inner cone.
distance <float> Specifies how much area to cover
intensity <float> Specifies how strong the light source is.
A value of 4.0 is recommended in
Strife: Veteran Edition
bIgnoreFloor <boolean> If 1, then floors will be ignored.
falloff <float> Sets the falloff for this light
(expiremental)
Map Lump Specifications
LM_MAP## Level marker
LM_CELLS Contains rgb information on how sprites
interacts with lightmaps.
LM_SUN Contains RGB and vector data for sunlight.
LM_SURFS Contains information for every surface
that is bounded to a lightmap. This
includes texture mapping (UV) data and
which lightmap block the surface is
mapped to.
LM_TXCRD Contains all UV texture coordinates for
each surface.
LM_LMAPS Contains raw RGB texture data that makes
up the lightmaps.