- added new properties to UDMF spec.

- implemented color_absolute flag,
This commit is contained in:
Christoph Oelckers 2017-01-28 21:22:48 +01:00
parent e96f231420
commit 476aceb5d7
3 changed files with 22 additions and 6 deletions

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@ -216,13 +216,22 @@ Note: All <bool> fields default to false unless mentioned otherwise.
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
// a light level of 0.
// a light level of 0. (OpenGL only)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
color_floor = <int>; // Material color of sector's floor (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
color_ceiling = <int>; // Material color of sector's ceiling (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
color_walltop = <int>; // Material color of top of sector's sidedefs (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later,
in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff)
color_absolute = <bool> // treats the above properties as absolute, i.e. final light level is only defined by the color, the sector's light level is ignored
for calculating the light color. The sector's light level is only used for fog density calculations.)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
portal_ceil_disabled = <bool> // ceiling portal disabled.
@ -413,9 +422,12 @@ Added 'moreids' for linedefs and sectors.
added clarification about character encoding
added sector damage properties.
1.27 05.01.2016
1.27 05.01.2017
floor_reflect and ceiling_reflect.
1.28 28.01.2017
sector material colors.
===============================================================================
EOF
===============================================================================

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@ -554,6 +554,7 @@ xx(Color_Ceiling)
xx(Color_Walltop)
xx(Color_Wallbottom)
xx(Color_Sprites)
xx(Color_Absolute)
xx(Desaturation)
xx(SoundSequence)
xx(Silent)

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@ -1480,6 +1480,9 @@ public:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Absolute:
Flag(sec->MoreFlags, SECF_SPECIALCOLORSABSOLUTE, key);
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
continue;