Light decorations for surfaces.
You can define multiple Decorations for the same texture/flat, but only the latest one that passes the conditions will be used. By default (if you specify no usage flags), a Decoration is only used with resources loaded from an IWAD.
Note that Material definitions can be used to define light decorations, as well.
<Copy> Decoration { # If "Copy" is found all the data of the previous definition is # copied to this one as defaults. For the first definition in a # file "Copy" has no effect. Texture = "" # Name of the texture with which this decoration is used. Flat = "" # Name of the flat with which this decoration is used. You can # only specify either a Texture or a Flat, not both. Flags = flaga | flagb | flagc etc... # noiwad: Don't use this decoration if the resource is loaded from an IWAD. # pwad: This decoration can be used with PWAD resources (for example custom textures). # ext: This decoration can be used with external resources. Light { # Each decoration can specify up to 16 lights. Offset { 0.0 0.0 } # Origin of the light in texture coordinates. Distance = 1.0 # Distance between the origin of the light and the surface. Color { 0.0 0.0 0.0 } # RGB color (values 0-1) of the light. Color (0,0,0) marks # the end of the light definitions. Any lights that follow are # not rendered. Radius = 1.0 # Radius of the dynamic light. Halo radius = 0.0 # Radius of the halo. Zero means no halo is rendered. Note # that halo radius 1.0 produces quite a large flare. Flare map = "" # Name of the flare map to use OR a built-in flare texture id to use for the primary flare (i.e. the halo itself). # Eg: # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default). # Flare map = "1" # Built-in flare texture ids: # 0 = Texture chosen automatically. # 1 = Default dynamic light texture. # 2 = FLARE. # 3 = BRFLARE. # 4 = BIGFLARE. Flare texture = 0 # DEPRECATED: # This parameter has been replaced with "Flare map" as of 1.9.0-beta4. Top map = "" Bottom map = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the standard round dynlight # texture is used. Use "-" to disable a map entirely. No light # will then be cast in the direction. Levels { 0 0 } # Two integers (0-255) that mark the sector light levels where # the light is at zero and maximum brightness, respectively. # For example, the levels { 100 200 } mean that the light is # not visible under light level 100, fades gradually to full # brightness when nearing light level 200, and stays full # bright over 200. The first level can be higher than the # second. The behaviour is then reversed: the light is at full # brightness only below the lower light level. Pattern skip { 0 0 } # Normally the light is repeated on a surface as many times as # the texture or flat repeats. The pattern skip values allow # sparser repeats for horizontal and vertical patterns, # respectively. For example, the skips { 1 2 } will make the # light only appear on every second horizontal repeat and # every third vertical repeat. Pattern offset { 0 0 } # Used with pattern skip to offset the origin of the pattern. # For example, the offset { 1 0 } will shift the origin of the # pattern one full horizontal repeat. } }