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  • Manually creating .lit files

    Hi guys,

    I've seen some instructions for automatically creating .lit files which work really well for DM maps, but I'd like to create .lit files for a raft of Team Fortress maps, with red and blue glows depending on team.

    Could anyone point me in the right direction as to how to manually create a .lit file for a .bsp.

    Thanks!

  • #2
    This might be of help: http://quakeone.com/forums/quake-mod...arkplaces.html

    Even though it's a DP mod I think the rtlights file is transferable for other engines usage.

    EDIT: I'm wrong on this sorry .rtlights files are different than .lit files.
    Last edited by damage_inc; 09-25-2014, 07:44 PM.
    Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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    • #3
      Ahhhh... here's a thread with what you may be looking for: http://quakeone.com/forums/quake-hel...-lighting.html

      And the download link by cobalt is still working
      Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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      • #4
        Originally posted by damage_inc View Post
        Ahhhh... here's a thread with what you may be looking for: http://quakeone.com/forums/quake-hel...-lighting.html

        And the download link by cobalt is still working
        Cobalt's download is MH Colour which automatically generates .lit files. I'm trying to figure out how to manually make .lit files with only the .bsp to work with. Can't seem to figure out how to do it, though it clearly can be done as I have a number of .lit files that have been made manually.

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        • #5
          The only other way I know of creating .lit files is when you are editing an actual map! You assign a _color value to a light entity and then if you use a "light" utility, or hmap2, that uses those values it spits out a .lit file for ya.

          Maybe that's what they did for the original Quake levels since the .map files are available... dunno

          Sorry couldn't nail this one down for you mon'
          Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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          • #6
            MHColour uses BSP's to gen .lits. You drop them all into a folder and point it to the folder. I also had the health BSP models in the same folder and it 'lit' them up red.

            The util is nice but would be great if there were light settings you could alter to your own liking. At least it coes with the src files if you wanna modify it.


            Originally posted by drzel View Post
            Cobalt's download is MH Colour which automatically generates .lit files. I'm trying to figure out how to manually make .lit files with only the .bsp to work with. Can't seem to figure out how to do it, though it clearly can be done as I have a number of .lit files that have been made manually.

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            • #7
              decompile the bsps, load the maps into trenchbroom (TF maps can't be too complex so you should be fine) and tweak the lights yourself.

              Then recompile.

              This kind of thing is what a map editor is for.
              Scout's Journey
              Rune of Earth Magic

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              • #8
                To further comment on golden_boys point, I also believe you can use Quark to do this without decompile. Just load the bsp and you should be able to edit those values among other things like textures. Also, Quark now allows realtime rendering of lighting in editor so you can see what it would look like in game.

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                • #9
                  Originally posted by golden_boy View Post
                  decompile the bsps, load the maps into trenchbroom (TF maps can't be too complex so you should be fine) and tweak the lights yourself.

                  Then recompile.

                  This kind of thing is what a map editor is for.
                  it's been years since i tried to decompile a map. I used to want to decompile the old id levels for CTF. But after they were released i just modded the GPL version.

                  Where can i find a valid working map decompiler?
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #10
                    @r00k

                    These are what I use. Some are better than others. Also included a converter if you were looking to convert say q2 maps to q1 or similar. Just be aware that decompiling maps will often lead to some errors or and brushes not being solid in game. Make sure you open up the .map file with an editor like Notepad++ and just make sure everything matches typical quake entities and worldspawn. If not these items will not show up in your map or other errors. Also, its a good idea to select all the brushes from the decompiled map and copy and paste them into a new fresh map. Just make sure before you do that all brushes in the .map file are linked to worldspawn before you move them over to a fresh map file.

                    Download

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                    • #11
                      I'm not sure where I found it, but I have one called winbspc.exe. It looks like it came from https://developer.valvesoftware.com/wiki/WinBSPC , the second link.

                      I also have bsp2map.exe, which is in the link by Primal. I recall I had to get winbspc since bsp2map didn't work for some maps. Even then, it only worked on some, but not all problematic maps.

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                      • #12
                        so just to confirm, to manually create coloured .lit file from .bsp file:
                        -decompile map
                        -open in favourite map program
                        -add lights
                        -export bsp
                        -extract .lit fie from new bsp
                        -this will work with existing .bsp

                        does that sound right?

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                        • #13
                          the lit file is separate from a bsp, but yeah.

                          "export bsp" should be "compile map" I'm pretty sure.
                          Scout's Journey
                          Rune of Earth Magic

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                          • #14
                            'export bsp' should be 'qbsp foo.map -onlyents && light foo.bsp -relight' (or equivelent). decompiling q1bsps will not get you sane geometry, you don't want to actually compile a decompiled q1bsp. you'll just get junk for your efforts. plus you'd have to vis it again afterwards and that can take some time...
                            Some Game Thing

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                            • #15
                              I remember MH comparing 'decompiling a map' one time with 'trying to convert a cake into it's ingredients'

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