Creating Maps With Global Light Levels And Flats
If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.
Adding A Global Light Level
This one is simple but confusing.
You'll want to go to Map>Map Symbols and go to Plane 1 (Walls).
There you'll want to add a bunch of symbols.
You'll need to add these:
216 217 218 219 220 221 222 223
And these:
252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267
Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).
The first table is for the light level (0-7) and the second one is for the visibility (0-15).
Think of it like this:
216 - Light level 0 (Darkest) 217 - Light level 1 218 - Light level 2 219 - Light level 3 220 - Light level 4 221 - Light level 5 222 - Light level 6 223 - Light level 7 (Brightest) 252 - Visibility level 0 (Lowest Visibility) 253 - Visibility level 1 254 - Visibility level 2 255 - Visibility level 3 256 - Visibility level 4 257 - Visibility level 5 258 - Visibility level 6 259 - Visibility level 7 260 - Visibility level 8 261 - Visibility level 9 262 - Visibility level 10 263 - Visibility level 11 264 - Visibility level 12 265 - Visibility level 13 266 - Visibility level 14 267 - Visibility level 15 (Highest Visibility)
Once you have all that done, add this to your map translator file:
enable lightlevels;
Adding Flats
First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.
Add this to your map translator file:
flats { floor { "#FFFFFF", // Placeholder "CEMENT1" // Stone Floor } ceiling { "#FFFFFF", // Placeholder "CEMENT1" // Stone Ceiling } }
Yes, you need that placeholder.
Now, go into your map and go back to Map>Map Symbols. Then go to Plane 3 (Extra).
Add the index of your flat. (eg 1 would be the first texture after the placeholder)
You'll probably want to go to Map>Plane Manager to enable showing Plane 3.
Now then, select Plane 3 as your active plane and check Map>Low Byte Mode or Map>High Byte Mode depending on whether it's a floor or ceiling.
Place some down, save and export. You're done!
Note that your textures must be inbetween F_ markers (WAD) or a flats/ folder (PK3). See this page for more info.