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  • lucky88shp
    replied
    Originally posted by Seven View Post
    Hello lucky88shp,

    First of all, the world textures themselve have nothing to do with the lighting that you describe.

    The "illumination" or "lighting" that you describe is based on the lighting of the map.
    There are several external lighting files that will bring more "dynamic" / "colors" into Quake.

    Talking about DarkPlaces, we usualy use rtlights, because they are the fuel for this engine.
    Without them, the engine has much less performance with realttime lighting enabled.

    Now that we talk about rtlights (note that there are also other external lighting files available, such as .lit files for example.), the following are the most important to mention:
    - Romi´s rtlights
    - inkub0´s modified Romi´s rtlights

    Romi made rtlights for Quake + SoA
    inkub0 made rtlights for DoE (and modified Romi´s lights for Quake)

    So, if you talk about SoA, there is NO way around Romi´s wonderful rtlights.

    I made some comparism screenshots to show you the difference.
    Because you mentioned hip2m2 map, I made a comparism of this scenario:

    Without Romi´s rtlights:


    With Romi´s rtlights:



    As you can see, the visual of the second screenshot is almost identical to Moon[Drunk]´s screen no.2.

    Be aware, that depending on your gamma and color setting inside the options menu, your visual can differ.
    Be also aware, that inkub0´s modified rtlights are much darker than Romi´s.

    Regarding the DP-build that you should use:
    rtlights have been implemented into DP since many years,
    so it should not matter.
    Anyway, using the latest autobuilds is always a risk !

    Dont forget to enable your RT world in DP options to be able to see the Romi´s lights.

    I hope I could help you a little bit.

    Best wishes,
    Seven

    PS: I attached my Hipnotic "config.cfg" just in case you want to test it.
    Maybe it helps to solve your isse.
    Hey Seven,

    Thanx alot for posting this detailed thread! The good thing is I actually figured out what the problem was and it was right in front of my eyes!! My "RT lightmaps" option was set to 0, so that was the reason my game was extremely dark with romi's rtlights for SoA. I set it to 0.700 as my preferred level and my game looks pretty much exactly like your second screenshot! Again, thanx alot for your time and effort in everything!

    Leave a comment:


  • M4CGYV3R
    replied
    ^ Hi Seven! Thank you for sharing your actual SoA config.cfg.
    You have several, in my case, machine squashing options enabled.
    What are your machine specs and your average FPS with those settings and resolution?

    Leave a comment:


  • Seven
    replied
    Hello lucky88shp,

    First of all, the world textures themselve have nothing to do with the lighting that you describe.

    The "illumination" or "lighting" that you describe is based on the lighting of the map.
    There are several external lighting files that will bring more "dynamic" / "colors" into Quake.

    Talking about DarkPlaces, we usualy use rtlights, because they are the fuel for this engine.
    Without them, the engine has much less performance with realttime lighting enabled.

    Now that we talk about rtlights (note that there are also other external lighting files available, such as .lit files for example.), the following are the most important to mention:
    - Romi´s rtlights
    - inkub0´s modified Romi´s rtlights

    Romi made rtlights for Quake + SoA
    inkub0 made rtlights for DoE (and modified Romi´s lights for Quake)

    So, if you talk about SoA, there is NO way around Romi´s wonderful rtlights.

    I made some comparism screenshots to show you the difference.
    Because you mentioned hip2m2 map, I made a comparism of this scenario:

    Without Romi´s rtlights:


    With Romi´s rtlights:



    As you can see, the visual of the second screenshot is almost identical to Moon[Drunk]´s screen no.2.

    Be aware, that depending on your gamma and color setting inside the options menu, your visual can differ.
    Be also aware, that inkub0´s modified rtlights are much darker than Romi´s.

    Regarding the DP-build that you should use:
    rtlights have been implemented into DP since many years,
    so it should not matter.
    Anyway, using the latest autobuilds is always a risk !

    Dont forget to enable your RT world in DP options to be able to see the Romi´s lights.

    I hope I could help you a little bit.

    Best wishes,
    Seven

    PS: I attached my Hipnotic "config.cfg" just in case you want to test it.
    Maybe it helps to solve your isse.
    Attached Files

    Leave a comment:


  • lucky88shp
    replied
    Originally posted by Helloween View Post
    @Lucky

    Have you turned on RTLights in DarkPlaces config menu?
    Yes and it, the inkub0 and romi rtlights both work perfectly in ID1 but doesn't work in hipnotic!
    I yesterday went to darkplaces official site page and found romi's rtlight for SoA and it works but it is extremely dark and not as good as those screens posted on QRP site... I tried every possible combo from putting inkub0 rtlights in both hipnotic and ID1 folder, using romi's rtlights, but nothing works! I tried other version of the DP engine also, and that didn't help! I literally spent 3 hours yesterday trying to make it work but was unsuccessful!!

    Leave a comment:


  • seanstar
    replied
    thanks for the nice comments.

    Leave a comment:


  • Helloween
    replied
    @Lucky

    Have you turned on RTLights in DarkPlaces config menu?

    Leave a comment:


  • lucky88shp
    replied
    Originally posted by Helloween View Post
    @lucky

    put inside the ID1 folder the Inkub0-rtlights-2.0.pk3 file and all should be working OK!
    Does not work, I tried it! And one doesn't need it to get the lighting effects, I believe. It is merely a mod for lighting...Any other suggestions?

    Leave a comment:


  • Helloween
    replied
    @lucky

    put inside the ID1 folder the Inkub0-rtlights-2.0.pk3 file and all should be working OK!

    Leave a comment:


  • lucky88shp
    replied
    Can sum1 plz help me? I just installed the QRP textures for Quake and SOA and deleted the Rygel Ultra textures. But my game doesn't look anything like the screens on the site. The textures are there but the lighting is not! For example, the second screenshot for SOA, the one with the "cross" in the center, I have no illumination from the blue glass on the walls and no yellow light on the walls from the fire. I mean the yellow is really minimal and the blue is absent and also the shadows are all not there. Also, the "level end" platform has no red illumination. These are just some of the examples. In short, there is no real lighting effects present. Do I need some newer version of DP? What can I do to fix this? Thnx...
    Last edited by lucky88shp; 06-22-2012, 01:19 AM.

    Leave a comment:


  • metalseed
    replied
    Very nice!

    Leave a comment:


  • talisa
    replied
    they look great sean. but question...what are they meant for?
    like replacements for existing door textures in ID1 or such?

    cuz they dont look like any doors i know



    cuz if thats the case i most likely wont use them, cuz i prefer to keep the original doors in my quake,
    and wouldnt wanna have them replaced with doors which look completely different

    Leave a comment:


  • gdiddy62
    replied
    Pent door looks good.

    Leave a comment:


  • FC Zvyozdochka
    replied
    Wonderful texture, Sean.

    Leave a comment:


  • seanstar
    replied
    edit
    Last edited by seanstar; 06-29-2012, 05:37 AM.

    Leave a comment:


  • seanstar
    replied
    yes i agree with you gdiddy the gloss is way to strong on that one...it's only a test run

    i do like it glossy myself but i use gloss mode 1 for darkplaces.


    regards


    Sean

    Leave a comment:

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