2018-10-30 18:24:45 +00:00
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# ZDRay baking utility for GZDoom
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2021-11-11 04:51:00 +00:00
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ZDRay is a node and lightmap generator for GZDoom. ZDRay is intended as a drop-in replacement for zdbsp, with the additional feature
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that it can also bake lights. Once ZDRay has processed the level WAD it is ready to be used by GZDoom.
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2018-10-30 18:24:45 +00:00
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2021-11-11 04:51:00 +00:00
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ZDRay is based on zdbsp for the node generation and originally used dlight for the lightmap generation. Special thanks to Randi Heit,
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Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.
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The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU.
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2018-10-30 18:24:45 +00:00
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## ZDRay UDMF properties
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2018-10-30 18:10:50 +00:00
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2018-10-30 18:17:03 +00:00
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<pre>
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thing // ZDRayInfo (zdray properties for the map)
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{
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type = 9890;
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suncolor = <int> (color)
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sundirx = <float> (X direction for the sun)
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sundiry = <float> (Y direction for the sun)
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sundirz = <float> (Z direction for the sun)
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sampledistance = <int> (default: 8, map units each lightmap texel covers, must be in powers of two)
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bounces = <int> (default: 1, how many times light bounces off walls)
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gridsize = <float> (default: 32, grid density for the automatic light probes)
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}
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2021-10-04 21:56:55 +00:00
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thing // StaticLight (point or spot light to be baked into the lightmap)
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{
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lightcolor = <int> (color)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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lightinnerangle = <float> (default: 180)
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lightouterangle = <float> (default: 180)
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}
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thing // LightProbe (light sampling point for actors)
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{
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type = 9875;
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}
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2021-11-11 04:51:00 +00:00
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linedef // Line emissive surface
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{
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lightcolor = <int> (color, default: white)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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}
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sector // Sector plane emissive surface
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{
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lightcolorfloor = <int> (color, default: white)
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lightintensityfloor = <float> (default: 1)
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lightdistancefloor = <float> (default: 0, no light)
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lightcolorceiling = <int> (color, default: white)
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lightintensityceiling = <float> (default: 1)
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lightdistanceceiling = <float> (default: 0, no light)
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}
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</pre>
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