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  • #16
    I wouldn't mind having that missing Travail map at long last. Didn't even know one wasn't VISed after all. But maybe post this in a separate thread, then. ^^
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    • #17
      there isn't much water in qte2m6.bsp - only one or two small locations. that map is a secret map inside another secret map... i guess a lot of people missed it completely.
      -
      as for teh colored lighting. some time ago nahuel released rtlights editor with simple mouse/keyboard gui and it could be used for changing the light color. you don't even have to turn on realtime lighting world in darkplaces and it would still work. one of the parms defines whether each particular light would work only in rt world or not. if you set no then you can set the light color/radius/style/coordinates. you can easily edit any light in any level without going throught the source file in editor. it's cool... extremely catchy and time consuming fun :-)
      Last edited by jakub1; 01-31-2014, 02:54 PM.

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      • #18
        Well, basically you can use what MHColour gives you and then go through the results to correct (or remove) lights that don't make sense. E.g. I also don't necessary need red runes on the walls giving red-colored light, it's enough if they are fullbright (even though it still makes more sense than doors being red only because they have red markings/blood splats on it).
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        • #19
          Yea, the utility has its shortcomings. Didnt notice that one, but I did notice when it illuminates lava and slime glows on the walls, the intensitys are sort of mild, not very strong like in some other older .lit files out there.

          Not bad I guess compared to what others are putting out , which is NILL at the moment, but at least he includes the src, and some enterprising people could code in settings and other paramaters to make it a better utility so that you can light a map to your own liking.

          Originally posted by golden_boy View Post
          If you look at the door, it appears red in the second image, but there is absolutely no red light source nearby that would do this. It comes out of nowhere.

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          • #20
            Opening thread...

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            • #21
              Oh thank you for having reopened the thread, I had some questions and didn't want to open a new thread, anyway:

              I've tried the WinMH colour utility and works perfectly on 90% of the maps. Some people (including myself) don't like very much that runes are colored. There is a way to fix "unwanted lights" after you used the program? Like an editor or something similar. Don't know if it's the right thread, but I would like to share the best example of colored lights done with WinMH colour: Bastion of the Underworld and Marcher Fortress, in my opinion those maps got the best results

              BASTION OF THE UNDERWORLD

              https://www.dropbox.com/s/sygaj50sbe...n-LIT.pk3?dl=0

              MARCHER FORTRESS

              https://www.dropbox.com/s/krxxi7pdc3...s-LIT.pk3?dl=0
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              • #22
                I am searching for a tool like this by myself. The only convincing colored lits I know so far are the "handmade" ones for Quake and the mission packs. Dunno how the guy who created them pulled it off.
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                • #23
                  You mean the ones from Alfader?
                  http://quakeone.com/forums/quake-mod...html#post58017
                  They were done with MHColour.
                  Look at the the timestamps of your lit files and you will see how they have been made.

                  You can try Tyrann's TyrLite alternative tool:
                  http://www.quakewiki.net/archives/ty...com/utils.html

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                  • #24
                    I was wondering if exist a tool similar to the RTlights editor but for .lits. Unfortunately MHcolour while in many maps shines, I can't say the same for Quoth maps because doesn't create torches lights (maybe because Quoth torches are different from the one used in vanilla Quake)
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                    • #25
                      I was browsing this forum and Found this (locked) thread http://quakeone.com/forums/quake-tal...lit-files.html

                      The user Drzel took info from an quakewiti tutorial, this

                      - Open a .BSP file in Quark.
                      - Click on Open in Map Editor
                      - In the worldspawn frame, expand Entities
                      - Find a light entity and double click on it
                      - Click on the + to add a new variable
                      - Name the variable _color, then press ENTER
                      - Enter the RGB values in the new field. Example 255 0 0 for pure bright red
                      - Close the map editing window. CTRL+Q
                      - From the remaining window chose File->Save As...
                      - Close file from Quark
                      - Run Light.exe just as you usually do with original light.exe
                      - Run tQER_GLQuake and examin the results
                      - Run Light.exe -29 on your bsp to convert it to normal BSP for Quark editing
                      - Edit it some more

                      I've followed this instructions but encountered some problems, so I need help: I've done all the steps til "Run tQER_GLQuake and examin the results" What's tQER_GLQuake and where to find it? Tried on google but no results. And whats "light.exe -29" on my bsp? I have light.exe but what's that -29? A particular command?
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                      • #26
                        Originally posted by Blood Vengeance View Post
                        I was browsing this forum and Found this (locked) thread http://quakeone.com/forums/quake-tal...lit-files.html

                        The user Drzel took info from an quakewiti tutorial, this

                        - Open a .BSP file in Quark.
                        - Click on Open in Map Editor
                        - In the worldspawn frame, expand Entities
                        - Find a light entity and double click on it
                        - Click on the + to add a new variable
                        - Name the variable _color, then press ENTER
                        - Enter the RGB values in the new field. Example 255 0 0 for pure bright red
                        - Close the map editing window. CTRL+Q
                        - From the remaining window chose File->Save As...
                        - Close file from Quark
                        - Run Light.exe just as you usually do with original light.exe
                        - Run tQER_GLQuake and examin the results
                        - Run Light.exe -29 on your bsp to convert it to normal BSP for Quark editing
                        - Edit it some more

                        I've followed this instructions but encountered some problems, so I need help: I've done all the steps til "Run tQER_GLQuake and examin the results" What's tQER_GLQuake and where to find it? Tried on google but no results. And whats "light.exe -29" on my bsp? I have light.exe but what's that -29? A particular command?
                        The -29 is a command, but I've never really worked with Quark. Do you have access to the .map files?

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                        • #27
                          Unfortunately no, I'm trying on a little map for experiment, I'm using the start map from Quoth. i've followed all those steppes and the map growth in size. I've tried to add -29 but it tells me it's not a command, what's wrong?
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                          • #28
                            Wooah! Now it works fine! Found another way. As written above, I've used a small map to experiment on and was the Quoth start map, wanted to make the braziers full red to show changes in game and works perfectly!
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                            • #29
                              My very first manually created colored lights, this is only an experiment, the map is the start map from Beyond Belief. It needs some works but here's a preview
                              https://www.dropbox.com/s/1l0sucuv69...start.rar?dl=0
                              Last edited by Blood Vengeance; 12-23-2016, 10:34 AM.
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