ZDRay baking utility for GZDoom
Go to file
Magnus Norddahl 410a0e0c7c Add vulkan thirdparty files 2021-10-28 23:26:53 +02:00
src Add a new raytracer that bounces using path tracing 2021-10-21 06:31:58 +02:00
thirdparty Add vulkan thirdparty files 2021-10-28 23:26:53 +02:00
zlib - use the standardized typedefs for sized integers 2018-11-03 17:43:42 +01:00
.gitignore Initial import 2017-08-03 20:25:54 +02:00
CMakeLists.txt Prepare the code for writing a new ray tracer 2021-10-20 05:28:41 +02:00
COPYING Initial import 2017-08-03 20:25:54 +02:00
README.md Change the sunlight DoomEdNum to 9890, to prevent clash with PointLightStatic 2021-10-05 13:11:12 +08:00

README.md

ZDRay baking utility for GZDoom

ZDRay is a node and lightmap generator. It is based on zdbsp for the node generation and dlight for the lightmap generation.

Special thanks to Randi Heit, Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.

ZDRay UDMF properties

thing // StaticLight (point or spot light to be baked into the lightmap)
{
	lightcolor = <int> (color)
	lightintensity = <float> (default: 1)
	lightdistance = <float> (default: 0, no light)
	lightinnerangle = <float> (default: 180)
	lightouterangle = <float> (default: 180)
}

thing // LightProbe (light sampling point for actors)
{
	type = 9875;
}

thing // Sunlight (sunlight properties for the map)
{
	type = 9890;
	suncolor = <int> (color)
	sundirx = <float> (X direction for the sun)
	sundiry = <float> (Y direction for the sun)
	sundirz = <float> (Z direction for the sun)
}

linedef // Line surface emitting
{
	lightcolor = <int> (color, default: white)
	lightintensity = <float> (default: 1)
	lightdistance = <float> (default: 0, no light)
}

sector // Sector planes emitting light
{
	lightcolorfloor = <int> (color, default: white)
	lightintensityfloor = <float> (default: 1)
	lightdistancefloor = <float> (default: 0, no light)

	lightcolorceiling = <int> (color, default: white)
	lightintensityceiling = <float> (default: 1)
	lightdistanceceiling = <float> (default: 0, no light)
}