Difference between revisions of "ZDRay"
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'''ZDRay''' was a experimental lightmapping utility and [[node builder]] by [[Magnus Norddahl (dpJudas)]]. It is based on [[ZDBSP]] for the node generation and lightmapping code from [[Strife: Veteran Edition]] called ''DLIGHT''. It allows [[lightmaps]] and shadows to be baked in a [[WAD]] file. Unlike [[dynamic light]] however, baked lights generated by ZDRay are static, but they can have multiple bounces and support surface based area lights. | '''ZDRay''' was a experimental lightmapping utility and [[node builder]] by [[Magnus Norddahl (dpJudas)]]. It is based on [[ZDBSP]] for the node generation and lightmapping code from [[Strife: Veteran Edition]] called ''DLIGHT''. It allows [[lightmaps]] and shadows to be baked in a [[WAD]] file. Unlike [[dynamic light]] however, baked lights generated by ZDRay are static, but they can have multiple bounces and support surface based area lights. | ||
− | The utility was abandoned when issues arose regarding the lighting of sprites along with supporting all the slope variations that [[ZDoom]] allows. A compiled version of the tool exists, along with a custom [[GZDoom]] build that supports ZDRay. | + | The utility was abandoned when issues arose regarding the lighting of sprites along with supporting all the slope variations that [[ZDoom]] allows, which was requested by [[Graf Zahl]]. A compiled version of the tool exists, along with a custom [[GZDoom]] build that supports ZDRay. |
==Usage== | ==Usage== |
Revision as of 14:08, 19 January 2020
ZDRay was a experimental lightmapping utility and node builder by Magnus Norddahl (dpJudas). It is based on ZDBSP for the node generation and lightmapping code from Strife: Veteran Edition called DLIGHT. It allows lightmaps and shadows to be baked in a WAD file. Unlike dynamic light however, baked lights generated by ZDRay are static, but they can have multiple bounces and support surface based area lights.
The utility was abandoned when issues arose regarding the lighting of sprites along with supporting all the slope variations that ZDoom allows, which was requested by Graf Zahl. A compiled version of the tool exists, along with a custom GZDoom build that supports ZDRay.
Usage
In order to use ZDRay, you make your map in the GZDoom Builder-Bugfix variant of Doom Builder 2, although Ultimate Doom Builder may also work. ZDRay picks up certain UDMF properties from the map itself and sunlight properties from MAPINFO. In order to get baked lights, you will have to place them in your level first. This can be done in two ways:
- You set your lights in Doom Builder to static
- You tag surfaces (sectores or lines; UDMF only) to be light emitters
A possible workflow is to place dynamic lights first, and then convert these lights over to UDMF static lights, which you will have to do by hand.
You can then run your level through ZDRay and lights are then baked. The custom GZDoom build will then be able to read the data to draw complex shadows. This is similar to the workflow of creating lightmaps in Quake or Unreal.
Limitations
ZDRay poses several restrictions, some of which are inherent on using an offline lightmap renderer:
- Baking lightmaps and shadows is a costly CPU-intensive process. If you have a complex map with hundreds of static lights, expect compilation time to be significant. Since ZDRay uses the CPU to calculate the lightmaps, dedicating more CPU cores to the baking process will decrease the compilation time
- Won't work on all ZDoom slopes
- Sprites may not get correctly lit
- Setting up lights needs to be done manually in-editor
- You need to manually key in unsupported args into the things on the map
- You must create a lightconfig.txt file. It can be empty but you must at least insert 1 line
- Shadows are static, meaning that moving lifts or doors will not cast shadows
Parameters
When using ZDRay, the following parameters are available:
Usage: zdray [options] sourcefile.wad —m, --map=MAP Only affect the specified map -o, --output=FILE Write output to FILE instead of tmp.wad -c, --comments Write UDMF index comments -q, --no-prune Keep unused sidedefs and sectors -N, --no-nodes Do not rebuild nodes -g, --gl Build GL-friendly nodes -G, --gl-matching Build GL-friendly nodes that match normal nodes -x, --gl-only Only build GL-friendly nodes -5, --gl-v5 Create v5 GL-friendly nodes (overriden by -z and -X) -X, --extended Create extended nodes (Including GL nodes, if built) -z, --compress Compres the nodes (Including GL nodes, if built) -Z, --compress-normal Compress normal nodes but not GL nodes -b, --empty-blockmap Create an empty blockmap -r, --empty-reject Create an empty reject table -R, --zero-reject Create a reject table of all zeroes -E, --no-reject Leave reject table untouched -p, --partition=NNN Maximum segs to consider at each node (default 64) -s, --split-cost=NNN Cost for splitting segs (default 8) -d, --diagonal-cost=NNN Cost for avoiding diagonal splitters (default 16) -P, --no-polyobjs Do not check for polyobject subsector splits -j, --threads=NNN Number of threads used for raytracing (default 2) -Q, --samples=NNN Set texel sampling size (lowest = higher quality but slow complile time) must be in powers of two -S, --size=NNN lightmap textures dimensions for width and height must be in powers of two (1, 2, 4, 8, 16, etc) -M, --multisample=NNN Number of samples to use per texel (default 1) -w, --warn Show warning messages -t, --no-timing Suppress timing information -V, --version Display version information --help Display this usage information
ZDRay UDMF properties
linedef { lightcolor = <int> (color, default: white) lightintensity = <float> (default: 1) lightdistance = <float> (default: 0, no light) } thing { lightcolor = <int> (color) lightintensity = <float> (default: 1) lightdistance = <float> (default: 0, no light) lightinnerangle = <float> (default: 180) lightouterangle = <float> (default: 180) } sector { 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) }
External links
- Custom GZDoom build, includes ZDRay and lit test WAD, hosted by ZDoom.org
- Compiled ZDRay executable, includes unlit test WAD, hosted by ZDoom.org
- README file with a description of the above two files, hosted by ZDoom.org
- ZDRay source code, at GitHub
- DLIGHT configuration file specification More detailed usage of lightconfig.txt, at GitHub
- Wiki entry, at the ZDoom documentation project