User Guide
Quick Reference
Modding
Development
User Guide
Quick Reference
Modding
Development
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.
}
}