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	<id>https://eternity.youfailit.net/index.php?action=history&amp;feed=atom&amp;title=Transfer_CeilingLight</id>
	<title>Transfer CeilingLight - Revision history</title>
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	<updated>2026-05-30T09:49:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://eternity.youfailit.net/index.php?title=Transfer_CeilingLight&amp;diff=4333&amp;oldid=prev</id>
		<title>Printz: Created page with &quot;211:&#039;&#039;&#039;Transfer_CeilingLight&#039;&#039;&#039;(&#039;&#039;tag&#039;&#039;)  This is a static special that gives the ceiling of a sector a different light level from the remainder of the sector. The light comes...&quot;</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Transfer_CeilingLight&amp;diff=4333&amp;oldid=prev"/>
		<updated>2018-05-10T17:31:40Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;211:&amp;#039;&amp;#039;&amp;#039;Transfer_CeilingLight&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;tag&amp;#039;&amp;#039;)  This is a static special that gives the ceiling of a sector a different light level from the remainder of the sector. The light comes...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;211:&amp;#039;&amp;#039;&amp;#039;Transfer_CeilingLight&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;tag&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
This is a static special that gives the ceiling of a sector a different light level from the remainder of the sector. The light comes from the sector in front of the trigger linedef.&lt;br /&gt;
&lt;br /&gt;
Under the classic Doom format this special is numbered 261.&lt;br /&gt;
&lt;br /&gt;
Under [[UDMF]] you can also use a &amp;#039;&amp;#039;&amp;#039;sector&amp;#039;&amp;#039;&amp;#039;&amp;#039;s &amp;#039;&amp;#039;&amp;#039;lightceiling&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;lightceilingabsolute&amp;#039;&amp;#039;&amp;#039; properties, but this special is still useful if the source sector has a dynamic light effect, which will get transferred exactly to the targets.&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Transfer_FloorLight]]&lt;br /&gt;
*[[UDMF#Sectors|UDMF sector definition]]&lt;/div&gt;</summary>
		<author><name>Printz</name></author>
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