He only needs the .lit file so it doesn't even matter if the BSP leaks or whatever (as long as the compiler allows that.) The BSP can be discarded.
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Manually creating .lit files
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the lit depends upon the surfaces in the bsp. a decompiled/recompiled bsp will have different surfaces. the lits will not be compatible with the bsp.
id used threads to light their surfaces (read: the order is non-deterministic). if you don't consider the original lighting offsets, any lit file you generate will basically be randomised junk.
so no, if he actually recompiles the map, the bsp CANNOT be discarded like that.
using -onlyents can be discarded, but then that doesn't actually compile anything, it just replaces the entity lump, which *might* be discardable once the lit file is generated *depending on whether the light util supports relighting or not*.
as seven/mh says, decompiling a q1 bsp really is very much like trying to get the ingrediants back out of a cake. its a good analogy. q1 is not q3.
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So it seems it is not feasible to create a .lit with coloured lighting for an existing .bsp?
I remember a bunch of .lit files being generated six or seven years after 2fort5r.bsp / well6.bsp etc were released. They weren't procedurally generated as they had colour and some added lighting didn't actually come from a map lighting source. The creator of these would've needed the .map files?
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Stumbled across http://www.quakewiki.net/archives/qe...utorial7.html:
- Open a .BSP file in Quark.
- Click on Open in Map Editor
- In the worldspawn frame, expand Entities
- Find a light entity and double click on it
- Click on the + to add a new variable
- Name the variable _color, then press ENTER
- Enter the RGB values in the new field. Example 255 0 0 for pure bright red
- Close the map editing window. CTRL+Q
- From the remaining window chose File->Save As...
- Close file from Quark
- Run Light.exe just as you usually do with original light.exe
- Run tQER_GLQuake and examin the results
- Run Light.exe -29 on your bsp to convert it to normal BSP for Quark editing
- Edit it some more
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Originally posted by PrimalLove View PostTo 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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Originally posted by drzel View Post[...]
I'll let you all know how I go.
Great, waiting patiently for your .lit files. Nightfright also said he was working on some maps/episodes several month ago, but I didnt hear anything from him since then...
Best of luck and keep us updated.
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