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! :-)
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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