I'm using Darkplaces engine.
I have noticed that the pre-baked lighting in Quake is kind of odd; If there is a light, a pillar and a wall (in that order), then the shadow cast by the pillar onto the wall is completely black. Changing gamma/brightness as in the sticky will not make the texture in the shadow any more visible.
IRL, some of the light would scatter and illuminate the area behind the pillar at least a little bit.
This does not happen in all maps equally -- some more, some less.
On a related question, I have been looking for a program to create light files for DarkPlace's RT light functions. Many legacy levels are too dark to be playable in DP's Full Light Mode, how do I fix them?
Thanks for reading! :-)
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Dark areas are completely black
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btw i found a link to lit and dlit for ROGUE: http://quakeone.com/reforged/Misc/light_files_rogue.rar
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i cant help you with that, i personally do not know. i know to make lit files you will need to edit bsp and add special lightsources to the map
and then run a lil program which will generate the lit file for you, but how to make dlits i dunno
i assume its a similar process
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How do I make .dlit files for existing .bsp maps?
Yes, I am already using .rtlights packs created by others, such as inkub and romi.Originally posted by talisa View Postboth have to be added manually to maps by dropping the files in your ID1/maps folder
They make id1, hipnotic, rogue look amazing.
xolve made some for bbelief and themyths, as well.
You have increased my understanding once again, thanks.if you do not have RTlights files for a map in your ID/maps folder and have RTlights enabled,
DP will simply convert all the normal lights in the maps to RT-lights, which might look 'ok' in some maps,
but it gives horrible performance cuz the normal quake-lights are extremely numerous and every single one of them is changed to an RTlight-source.
My point was, I want to learn how to create .dlit for existing maps, so I can make more maps look awesome.
How do I make .dlit files for existing .bsp maps?
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lit files for normal quake you can get here: http://www.quaketastic.com/upload/fi...h_May_2009.zip
Dlit for normal quake: http://icculus.org/twilight/darkplac...xemaps_id1.pk3
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i know theres lits for both mission-packs too, but i cant find them so quickly.
will look for them later and post links to them here for you
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both have to be added manually to maps by dropping the files in your ID1/maps folder
if you do not have RTlights files for a map in your ID/maps folder and have RTlights enabled,
DP will simply convert all the normal lights in the maps to RT-lights, which might look 'ok' in some maps,
but it gives horrible performance cuz the normal quake-lights are extremely numerous and every single one of them is changed to an RTlight-source.
i do not recommend playing maps which do not come with RTlights files with the rt lighting option enabled in DP, cuz it can give really really bad performance in a lot of maps.
if you want to try RTlights, you can get them here:
NORMAL QUAKE (ID1) : http://quakeone.com/forums/quake-mod...-rtlights.html
MP1 SOA (HIPNOTIC) : http://icculus.org/twilight/darkplac...lights_soa.pk3
MP2 DOE (ROGUE) : http://quakeone.com/forums/quake-mod...rnity-mp2.html
just drop each pk3 in the correct folder.
RTlights for normal quake go into the ID1 folder
the ones for mission-pack1 SOA go into the HIPNOTIC folder
and for mission-pack2 DOE go into the ROGUE folder
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.lit VS .rtlights
Thanks for that explanation talisa.
I have i5 4GHz and Radeon HD6950. I am unafraid.Originally posted by talisa View PostRTlights are really resource-heavy though and demand a lot of cpu and gpu-power, you need a quite powerfull pc to be able to run DP with them enabled.
if you do not have a powerfull pc your framerate will most likely die trying to run DP with RTlights, and i dont recommend using them if you do not
Are .rtlights edited manually for each map? I get the impression .lit can be generated procedurally from .map or .bsp, but .rtlights have to be placed in the level manually.
Then again, sometimes I play some old .bsp with rt world ON and objects cast RT shadows. I keep two version of DP, one for HD content, one for vanilla, so I can test what will break the HD install. Everything works with the LD install so far.
Is it possible to have a different filter applied to LD textures? I'm thinking HQ4X or SuperEagle perhaps. Oops, that's getting OT now isn't it.
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example of the differences:
DP with lits only:

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DP with rtlights:

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RTlights are really resource-heavy though and demand a lot of cpu and gpu-power, you need a quite powerfull pc to be able to run DP with them enabled.
if you do not have a powerfull pc your framerate will most likely die trying to run DP with RTlights, and i dont recommend using them if you do not
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lits only add lights to the map itself in some areas. but they only affect the structure and nothing else.
they work just like the original lighting in quake, except that they can be colored lights, and not only white
RTlights are as the name implies Real-Time Lights, lights which affect everthing, structure,
objects and monsters and such and they cast fancy shadows and such, and make the game look a lot more fancy and realistic
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Sorry, dropped the "1". https://www.quaddicted.com/files/tools/q1rad.zipOriginally posted by MadGypsy View PostI have done search after search for a compiler named QRAD and there is nothing.
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What's the difference between .lit and .rtlights?
Thanks leopold, get pleasing results with r_ambient 2.
What's the difference between .lit and .rtlights?
No? Awww... I thought I could "re-light" an existing .bsp even without the .map by manually editing the lights (such as making them colored), using an editor or the lightmap mod and hmap2 -light. I figured I wouldn't need .map if I just changed the lights and left the geometry unchanged.Originally posted by Spirit View PostNothing is going to change for the better with the lighting if you recompile existing maps with hmap2.
Was I wrong?
How do people like inkub make .rtlights for all the id maps and make it look so awesome?
What are cubemaps?
Gotta learn to walk before I can run, eh? ;->The maps you chose to try are not exactly compiler friendly
How did Kinn compile marcher.map into marcher.bsp? Does having the original .map files make compilation work more reliably?
Did Kinn and Tronyn have to tweak and fiddle and perform voodoo to get their .map to compile?
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I have done search after search for a compiler named QRAD and there is nothing. The closest I can come is a book about Quake 4 compiling that says QRAD is what the lighting part of the compile is called and it stands for Quake Radiance, no mention of radiosity.
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When you use darkplaces, play around with r_ambient, should light dark areas up without ruining everything else.
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Nothing is going to change for the better with the lighting if you recompile existing maps with hmap2.
The maps you chose to try are not exactly compiler friendly
There are light compilers with radiosity support but they are a bit harder to use (and it is pointless to recompile existing maps with it). qrad is one.
Keep in mind that Quake was one of the first, if not the first game to use lightmaps on its 3D levels.
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Extracted marcher.bsp from marcher\pak0.pak, passed step 1., but then:
S:\Quake Epsilon\hmap2>hmap2 -vis marcher.bsp
hmap2 by LordHavoc and Vic
based on id Software's quake qbsp, light and vis utilities source code
4 threads
---- vis ----
5856 portalleafs
19137 numportals
basevis done
portal 278 of 38274 ( 0%), estimated time left: 136 seconds************ ERROR
************
CheckStack: leaf recursion
Ouch. Recursion. I don't like the sound of that.
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