# jHexen: Lights # Need help with DED syntax? See DEDDoc.txt. Header { Version = 6; } #####====--- LIGHT DECORATIONS ---====##### # # The default flags allow using these only with the original textures. # Use "dcf_pwad" and "dcf_ext" to allow using with PWAD and external # resources. # # There can only be one decoration per texture/flat. Newer decorations # override older ones. # # One decoration can specify up to 16 lights. # # (based on Isegrim's definitions) Decoration { Texture = "MONK22"; Light { Color { 1 0 0 } Offset { 74 48 } Halo radius = .025; Radius = .05; } } Decoration { Texture = "PLANET2"; Light { Color { 1 0 0 }; Offset { 28 88 } Halo radius = .1; Radius = .08; } } Decoration { Texture = "PLANET1"; Light { Color { 1 0 0 } Offset { 28 88 } Halo radius = .1; Radius = .08; } Light { Color { 0 0 1 } Offset { 32 48 } Halo radius = .1; Radius = .08; } Light { Color { 0 1 0 } Offset { 48 28 } Halo radius = .1; Radius = .08; } Light { Color { 0 1 0 } Offset { 64 102 } Halo radius = .1; Radius = .08; } Light { Color { 1 0 0 } Offset { 96 48 } Halo radius = .1; Radius = .08; } Light { Color { 0 0 1 } Offset { 108 68 } Halo radius = .1; Radius = .08; } } Decoration { Texture = "SW_1_DN"; Light { Color { 0 0 1 } Offset { 11 13 } Halo radius = 0; Radius = .025; } Light { Color { 0 0 1 } Offset { 21 13 } Halo radius = 0; Radius = .025; } } Copy Decoration { Texture = "SW_2_MD"; } Copy Decoration { Texture = "SW_1_MD"; Light { Color { 0 1 0 } } Light { Color { 0 1 0 } } } Copy Decoration { Texture = "SW_2_DN"; Light { Color { 1 0 0 } } Light { Color { 1 0 0 } } } Decoration { Texture = "SW52_ON"; Light { Color { .8 .7 0 } Offset { 9 15 } Halo radius = 0; Radius = .08; } } Decoration { Texture = "SW51_ON"; Light { Color { 1 .8 0 } Offset { 9 11 } Halo radius = 0; Radius = .025; } Light { Color { 1 .8 0 } Offset { 23 11 } Halo radius = 0; Radius = .025; } Light { Color { 1 .8 0 } Offset { 16 14 } Halo radius = 0; Radius = .025; } Light { Color { .8 .7 0 } Offset { 16 23 } Halo radius = 0; Radius = .05; } } Decoration { Texture = "SPAWN03"; Light { Color { 1 .5 0 } Offset { 32 42 } Halo radius = .05; Radius = .08; } } Decoration { Texture = "SPAWN12"; Light { Color { 1 .7 0 } Offset { 16.5 13 } Halo radius = .02; Radius = .08; } } Decoration { Texture = "SPAWN09"; Light { Color { .5 0 0 } Offset { 54 57 } Halo radius = 0; Radius = .05; } Light { Color { .5 0 0 } Offset { 64 47 } Halo radius = 0; Radius = .05; } Light { Color { .5 0 0 } Offset { 75 57 } Halo radius = 0; Radius = .05; } } Decoration { Texture = "SPAWN10"; Light { Color { 1 .3 0 } Offset { 54 57 } Halo radius = .1; Radius = .05; Flare texture = 1; } Light { Color { 1 .3 0 } Offset { 65 47 } Halo radius = .1; Radius = .05; Flare texture = 1; } Light { Color { 1 .3 0 } Offset { 75 57 } Halo radius = .1; Radius = .05; Flare texture = 1; } } #####====--- LIGHT SOURCE PROPERTIES ---====##### # A halo would look bad for the chandelier because it wouldn't be # rendered around the candle flames. Light { State = "ZCHANDELIER1"; Size = 0.8; Flags = "lgf_nohalo"; } * Light { State = "ZCHANDELIER2"; } * Light { State = "ZCHANDELIER3"; } # The fire demon's flames are too distributed to have one halo. # A general glow would be better. Light { State = "FIRED_SPAWN1"; Flags = "lgf_nohalo"; } * Light { State = "FIRED_LOOK1"; } * Light { State = "FIRED_LOOK2"; } * Light { State = "FIRED_LOOK3"; } * Light { State = "FIRED_LOOK4"; } * Light { State = "FIRED_LOOK5"; } * Light { State = "FIRED_LOOK6"; } * Light { State = "FIRED_LOOK7"; } * Light { State = "FIRED_LOOK8"; } * Light { State = "FIRED_LOOK9"; } * Light { State = "FIRED_LOOK0"; } * Light { State = "FIRED_LOOKA"; } * Light { State = "FIRED_LOOKB"; } * Light { State = "FIRED_WALK1"; } * Light { State = "FIRED_WALK2"; } * Light { State = "FIRED_WALK3"; } * Light { State = "FIRED_ATTACK1"; } * Light { State = "FIRED_ATTACK2"; } * Light { State = "FIRED_ATTACK3"; } * Light { State = "FIRED_PAIN1"; } * Light { State = "FIRED_XDEATH1"; } * Light { State = "FIRED_XDEATH2"; } * Light { State = "FIRED_XDEATH3"; } * Light { State = "FIRED_DEATH1"; } * Light { State = "FIRED_DEATH2"; } * Light { State = "FIRED_DEATH3"; } * Light { State = "FIRED_DEATH4"; } Light { State = "ARTI_BLAST1"; Size = 0.45; } * Light { State = "ARTI_BLAST2"; } * Light { State = "ARTI_BLAST3"; } * Light { State = "ARTI_BLAST4"; } * Light { State = "ARTI_BLAST5"; } * Light { State = "ARTI_BLAST6"; } * Light { State = "ARTI_BLAST7"; } * Light { State = "ARTI_BLAST8"; } Light { State = "MANA3_1"; Size = 0.4; } * Light { State = "MANA3_2"; } * Light { State = "MANA3_3"; } * Light { State = "MANA3_4"; } * Light { State = "MANA3_5"; } * Light { State = "MANA3_6"; } * Light { State = "MANA3_7"; } * Light { State = "MANA3_8"; } * Light { State = "MANA3_9"; } * Light { State = "MANA3_10"; } * Light { State = "MANA3_11"; } * Light { State = "MANA3_12"; } * Light { State = "MANA3_13"; } * Light { State = "MANA3_14"; } * Light { State = "MANA3_15"; } * Light { State = "MANA3_16"; } # The normal adaptive halo of the Boots of Speed doesn't look too # good with models, so make it a bit more static. Light { State = "ARTI_BOOTS1"; Size = 0.3; X Offset = 0.1; Y Offset = 12; Color { 1 0.6 0.4 } } * Light { State = "ARTI_BOOTS2"; } * Light { State = "ARTI_BOOTS3"; } * Light { State = "ARTI_BOOTS4"; } * Light { State = "ARTI_BOOTS5"; } * Light { State = "ARTI_BOOTS6"; } * Light { State = "ARTI_BOOTS7"; } * Light { State = "ARTI_BOOTS8"; }