The only issue I have with the lit files were they overdid the colors. They are highly saturated or bright (your 3rd and last screenshots are examples of too bright). The map I took the screenshots of the Laser Cannon (I think R2M5?) there was a perfect example. At the start of the map it was WAY too colorful. So with some desaturation on the lit files + these you will have a killer pack
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Inkub0's RTLIGHTS - Dissolution of Eternity/MP2
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killer pack?
i'm sorry for myself, i'm too "obscure" to create something lighter
i think that mix my rtlights and LITS existing is a good way to proceed... =)
(maybe Lordhavoc can put a "saturation handler" in DP to desaturate-oversaturate LITS)
@Seven: can you PM me the link to download your DoE LITS?Last edited by inkub0; 02-02-2011, 05:02 AM.
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OoPpEe,
Remember that there are different ways to create .LIT files:
- MH´s MHColour
- LordHavoc´s hmap2
- ...
Every way/program creates pretty much different .LIT files.
I dont think that the one I use are too colorful or too bright.
Screens "3" and "last" must be seen in-game.
Imagine:
- A slipgate without a red light surrounding it ?
- Beyond Belief without .lit files ?
But that is of course a personal liking thing
I dont want to miss them; thats why I brought it on the table.
But I dont want to spoil this thread with offtopic stuff...
Sorry to confuse people here.
Kind Regards,
Seven
PS: I will send them to you soon inkub0Last edited by Seven; 02-02-2011, 06:27 AM.
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but my slipgates HAVE red lights O_O
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@ inkub0 or anyone who is interested:
The screenshots posted on previous page have been made with:
Alfader´s Rogue .LIT file pack
And regarding the "slipgate without red light":
I was talking about the screen #3 (r1m1) that OoPpEe mentioned.
Below comparism shows the beautiful visual, when you use BOTH files:
inkub0´s rtlights + Alfader´s .LIT files:
LEFT: .rtlights + .LIT file / RIGHT: only .rtlights file
The slime reflects its nice green color onto the wall,
while the lava does the same with its red color.
Now you know, why I love ´em
Kind Regards,
Seven
PS: High Res Textures for Rogue (as seen on these screens) can be found in this forum too.
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There are two ways to create lit files so far:
1) The mapper places colored lights in his map while he makes it (this is the logical and best way). Remake Quake's e1m6rq does this.
2) MHColour, which calculates colors from the color of the textures, actually. This produces a very different result. Pretty much all lit file packs out there do this, although it is a crappy method compared to #1.
Most of the effect of "rtlights" is usually in the added color, actually. You can use lit files in many engines, like Fitzquake etc. as well as DP and they won't kill the FPS.
It would be good if someone went through the GPL Quake maps and *manually* set a color value on all lights that need one, then produces lit files from that. The result would be MUCH better than MHColour.
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Originally posted by golden_boy View PostIt would be good if someone went through the GPL Quake maps and *manually* set a color value on all lights that need one, then produces lit files from that. The result would be MUCH better than MHColour.
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r1M7 added...
HALF WORK DONE
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Benefits of rtl
So on the performance aspect of rtl files, what exactly do they do?
Obviously they have a nicer effects on the mood and lighting. Where I am grey on is do they assist in precalculating realtime lights or is it a simple repositioning of light sources so you don't have shadows bouncing off in 18 gazzilion directions? Or is it both?
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i did a little pause on this work, caused by study and work
i'm coming back on it and on Hexen 2 texturing in a week....
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R2M1 Added. i'm back
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...and r2m2 to you
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