Announcement

Collapse
No announcement yet.

official lit pack question

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Trickle
    started a topic official lit pack question

    official lit pack question

    now this package is pretty good and I like all the lit placements..but



    wtf? why is there a rectangular gap with no lit? this is THE first and most memorable map on Quake and there's that?



    isn't the top part of that section suppose to be lit?

    so why is it like this and who made this lit package?

    I made lits for the original quake episodes using FTE instead of using this one, but in some ways I want to use the official lit package.

  • MH
    replied
    Just to let people know that I'm quite unlikely to have time to work on this for a while yet. I'd actually forgotten all about it, but aside from that I'm up to my proverbials with RMQ right now. We'll see how things go as soon as I get the current part of the code I'm working on done though.

    Leave a comment:


  • Trickle
    replied
    a worthy bump =]

    Leave a comment:


  • MH
    replied
    Yup, this will all come in. The way I see it is that I'm going to provide options for the following:

    1) Torches
    2) Fullbrights
    3) Lava
    4) Slime
    5) Other Textures

    Depending on how much GUI real estate I have available I'd also like to provide a range scale slider for each of these (so we can have "let's have torches that colour to a long distance but scale lava back a little" scenarios). I may also add "Sky" as an option, but I don't really see it as being as important as the others. More of a "nice to have" feature than a "must have" one.

    I'm also going to bear in mind the request for a list of textures to explicitly not have casting colour.

    But right now though I'm busy on a much-delayed update of my Quake engine, so I won't be looking at any of this until that gets released.

    Leave a comment:


  • Trickle
    replied
    reasons I think it is important to have lit choices:

    - customization for specific maps
    - lessen the amount of lits(it can look a little goofy with colors everywhere)

    the way I noticed FTE works as far as its in game lit function, it usually only targets the following:

    - lava
    - slime
    - torches
    - yellow lights

    this is nice because its subtle, but to have choices and a great GUI based utility like yours is outstanding. not to mention its fast!

    I very RARELY seen other colored lighting, I could of sworn I saw a blue light on a custom map..I could of been seeing things

    your work is nothing short of impressive and to have optional lighting would only make it the best lit utility of all time as far as I'm concerned =]

    Leave a comment:


  • Trickle
    replied
    I also have one suggestion, for the next release. is there anyway you can add an option where we can just type which textures will not be lit?

    Leave a comment:


  • Trickle
    replied
    Originally posted by mhquake View Post
    Gotta save something for the next release! Seriously though, I did remove the options as things were changing at such a fast rate that what I had was pretty irrelevant. Also, the quality of how it turns out is heavily dependent on the textures used in the map. Brushmodels with a spawnflags of "Deathmatch Only" can cause some phantom colour spots in SP games (you'll see them around map exits in ID1); nothing much I can do about that without seriously breaking compatibility.

    This release was really focussed on getting ID1 looking good. Aside from the trial runs mentioned above I haven't even touched on any mods or mission packs.
    ahh, that's probably what it is with rogue. hip comes out ok. I can't wait till the next release then! having more customization

    Leave a comment:


  • evilmitaka
    replied
    This is not a complaint(I love your new program, not crash, not give errors, and can manage
    every BSP that i use, in resume its great) but, Can i make that this lights be yellow? just like
    in previous releases(MHcolour 0.5 or MHLight)





    even if i have to code, i like have lits in this mode rather than the "no colour lights"

    Leave a comment:


  • MH
    replied
    Originally posted by LockNLoad View Post
    the addbsp button is broken and it doesn't recognize pak files.
    That's odd cos I lit ID1 using the original PAK files in my Quake folder, and I've also done trial runs of one or two Rogue and Hipnotic maps using the very same. The "Add Folder" button should change to "Add PAK" as soon as it detects that you have PAK files (any name, not dependent on PAK0-PAK9) under the current directory. There are certain exceptions, a file that's marked hidden or system, or that is encrypted or read-only, is generally skipped.

    Originally posted by LockNLoad View Post
    I think it would be nice to have choices of what gets lit and what doesn't like the RC1. also, I tried lighting r1m1 and it came out like this..
    Gotta save something for the next release! Seriously though, I did remove the options as things were changing at such a fast rate that what I had was pretty irrelevant. Also, the quality of how it turns out is heavily dependent on the textures used in the map. Brushmodels with a spawnflags of "Deathmatch Only" can cause some phantom colour spots in SP games (you'll see them around map exits in ID1); nothing much I can do about that without seriously breaking compatibility.

    This release was really focussed on getting ID1 looking good. Aside from the trial runs mentioned above I haven't even touched on any mods or mission packs.

    Leave a comment:


  • Trickle
    replied
    aop maps came out great though!

    check out this shot of aop2m1

    Leave a comment:


  • Trickle
    replied
    I noticed the program looks nothing like this



    it looks like this instead



    the addbsp button is broken and it doesn't recognize pak files.

    I think it would be nice to have choices of what gets lit and what doesn't like the RC1. also, I tried lighting r1m1 and it came out like this..




    Last edited by Trickle; 05-15-2009, 02:30 AM.

    Leave a comment:


  • Trickle
    replied
    great release, well worth the wait!

    Leave a comment:


  • metchsteekle
    replied

    Leave a comment:


  • MH
    replied
    mhquake: Wow! A Release!

    Leave a comment:


  • Trickle
    replied
    looking good! =]

    Leave a comment:

Working...
X