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Other light.exe compilers that support colored lighting?

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  • #16
    Originally posted by mhquake View Post
    With hindsight I think it was a bad idea as someone using DirectQ to test a map with during creation could easily build something that fails with every other engine.
    I've been using DirectQ to build my Quoth map because FitzQuake gets strange lag (not fps lag) on my best comp, and many OpenGL based ports have mouse aiming problems for me.

    So does this mean my map could be completely messed up in another engine? Or do you just mean the skybox?

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    • #17
      So long as you also test briefly in another engine you should be fine (you should probably do this anyway). The only thing that could cause trouble is if you're going to supply external textures, MP3s or skyboxes, and all you need to do is ensure that they're in one of the standard directories that works with exerything else (textures, music or sound/cdtracks and gfx/env).
      IT LIVES! http://directq.blogspot.com/

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      • #18
        why?

        WHY?

        Ia! Ia! Shubb Niggurath!


        "Not dead is what forever can wait" (HPL)

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        • #19
          That looks funky.
          dfsp*spirit
          my FPS maps

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          • #20
            If that came from MHColour you'll need to be aware that Hexen II support is untested and unverified with it. If you used an older (non-GUI) version of it, you'll need even more to be aware that those versions had the Quake palette hard-coded in them, and that Hexen II uses a different palette.

            Originally posted by Bloodshot View Post
            ...I'm not sure what I'm doing wrong but i can't add my map with MHquake's tool. It added at first but it didn't generate the file when i clicked light bsp(s) and now i just can't add maps to it.
            I just tested this in the debugger and I know the reason why it's happening (deep techie stuff, needn't concern you). You're not doing anything wrong, but I need to find out what I did wrong...
            IT LIVES! http://directq.blogspot.com/

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            • #21
              Pretty sure hmap2 doesn't support _sunlight, _sun_mangle etc. in worldspawn. The method to create sunlight in hmap2 differs from the bjp one. Basically you must place a point light somewhere in the map that is the sun, probably with a certain delay or wait value (rtfm).

              I think hmap2 requires you to tell it to create a .lit file but I can be wrong.

              Read the documentation and read what it says when you run hmap2 (-vis, -light) without arguments.

              You can't be serious about using mhcolor for creating colored lighting in your map in the first place - why would you let an automated process do it if you could hand-tweak it instead and get the results you want?

              Very unusual approach, IMO the wrong tool for the job.
              Scout's Journey
              Rune of Earth Magic

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              • #22
                Originally posted by golden_boy View Post
                You can't be serious about using mhcolor for creating colored lighting in your map in the first place - why would you let an automated process do it if you could hand-tweak it instead and get the results you want?

                Very unusual approach, IMO the wrong tool for the job.
                I wouldn't disagree.

                When it's good it's very very good, but when it's bad it's horrid.
                IT LIVES! http://directq.blogspot.com/

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                • #23
                  ehmmm will you work on hexen2 support???? pleaseee =)
                  it's right, hexen2 got different palettes ffrom quake1, they are not compatible

                  i used bjp to enhance monochromatic lights, and it compiled well in the bsp... but .LITs created with MHtool (the graphic one) got that color error :/ HMAP2, instead, crashes during compilation.

                  but... how can i adjust lights "ingame" (maybe with FTEqw console commands?)
                  Last edited by inkub0; 09-09-2010, 04:45 PM.
                  Ia! Ia! Shubb Niggurath!


                  "Not dead is what forever can wait" (HPL)

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                  • #24
                    I don't know where to put this so I'll just put this here ...

                    Bloodshot, I'm impressed by what I've seen with what you want to do and it is always nice to see a new determined mapper.

                    Enough said ...
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                    • #25
                      Originally posted by Baker View Post
                      I don't know where to put this so I'll just put this here ...

                      Bloodshot, I'm impressed by what I've seen with what you want to do and it is always nice to see a new determined mapper.

                      Enough said ...
                      Thanks for the input - i really enjoy making levels and doing things that aren't normally done with quake 1.

                      I wouldn't call myself a "new" mapper per se, but new to actually advertising myself, and playing many custom maps has caused me to understand much more then i used to. My maps from a year or so ago were much worse then they are now, and i would always have holes, where now i barely ever do.

                      On another topic, i didn't want to start a new thread for this, but what's the best qbsp compiler that supports maps larger then engine limits and works well with tyrlite besides txqbsp?

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                      • #26
                        Originally posted by mhquake View Post
                        I wouldn't disagree.

                        When it's good it's very very good, but when it's bad it's horrid.
                        It is very good at what it does, which is creating lit files for maps that didn't have colored light originally, but as a mapper I would always do the colored lighting myself, that's what I wanted to say.
                        Scout's Journey
                        Rune of Earth Magic

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                        • #27
                          Originally posted by golden_boy View Post
                          It is very good at what it does, which is creating lit files for maps that didn't have colored light originally, but as a mapper I would always do the colored lighting myself, that's what I wanted to say.
                          Oh, I would never recommend it to a mapper for creating coloured light in a new map. But even for adding a LIT to an existing map there are places in some maps where it does do weird things, and when that happens it can be bad. That's just the nature of the map, and not anybody's fault. Certain geometry just seems to freak it out.

                          The GUI version by the way is neat in that it computes a Q2-style radiosity map from texture data/texture positions and merges that with the original lightmap, rather than replacing the original one outright. But some folks preferred the stronger colours of the really really old versions. Can't please everyone.
                          IT LIVES! http://directq.blogspot.com/

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                          • #28
                            what about Hexen2 support?
                            Last edited by inkub0; 09-11-2010, 10:08 AM.
                            Ia! Ia! Shubb Niggurath!


                            "Not dead is what forever can wait" (HPL)

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                            • #29
                              Sure I'd love to do Hexen II support, but I'd also love to fly to Jupiter. Right now I have other things to be doing that are - to me - a higher priority. Someday it will happen, and you'll be the first to know, but you gotta be more patient, OK.
                              IT LIVES! http://directq.blogspot.com/

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