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tyrlite vs big maps vs mh_coloredlight

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tyrlite vs big maps vs mh_coloredlight

Postby hondobondo » Mon Nov 15, 2010 6:57 pm

so i added colored lighting to sdqengine
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-094

and compiled these maps with tyrlite
http://www.moddb.com/mods/bondos-superduper-quake-25/addons/colored-light-test-maps

well clight3 works fine
Image

but clight4 looks like this
Image

when i try to compile clight4 with mhcolor it looks like this
Image

any thoughts? i used the quakesrc tuts to add colored lights to my engine
[url]http://www.quake-1.com/docs/quakesrc.org/[url]

btw clight4 compiled with mhcolor looks fine in darkplaces. yeah i know the man should be colored but i can't get that to work without every alias model being super dark
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Postby ceriux » Mon Nov 15, 2010 7:01 pm

ehh... blank?
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Postby Sajt » Mon Nov 15, 2010 7:36 pm

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Re: tyrlite vs big maps vs mh_coloredlight

Postby hondobondo » Mon Nov 15, 2010 9:15 pm

lets try again

hondobondo wrote:so i added colored lighting to sdqengine
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-094

and compiled these maps with tyrlite
http://www.moddb.com/mods/bondos-superduper-quake-25/addons/colored-light-test-maps

well clight3 works fine
Image

but clight4 looks like this
Image

when i try to compile clight4 with mhcolor it looks like this
Image

any thoughts? i used the quakesrc tuts to add colored lights to my engine

btw clight4 compiled with mhcolor looks fine in darkplaces. yeah i know the man should be colored but i can't get that to work without every alias model being super dark
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Postby leileilol » Mon Nov 15, 2010 11:43 pm

tyrlite probably arranges the lightmap differently in which mhcolour doesn't recognise

it also looks like the blocklights weren't split properly in the lightmap building code, as if some *3's were missing

did you use the colored light code from the darkplaces files page?
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Postby mh » Tue Nov 16, 2010 1:08 am

MHColour won't give you any coloured lights with that map because of the way it works. Basically it uses radiosity-style lighting (but with no bounces) so it picks up it's colours from textures (using fullbrights in the texture; also lava, torches and a few other things), then builds a "radiosity map" (with uncoloured areas being white) which is finally blended with the original light data in the map.

You've no fullbrights so it won't give you coloured light.

(It's not a light tool either - it only works on maps that have already been processed by a regular light tool and it's purpose is nothing more than to add coloured light to a map that already has white light.)

Try this as an alternative: http://mhquake.blogspot.com/2010/11/ben ... s-out.html
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Postby hondobondo » Tue Nov 16, 2010 4:21 am

mh wrote:MHColour won't give you any coloured lights with that map because of the way it works. Basically it uses radiosity-style lighting (but with no bounces) so it picks up it's colours from textures (using fullbrights in the texture; also lava, torches and a few other things), then builds a "radiosity map" (with uncoloured areas being white) which is finally blended with the original light data in the map.

You've no fullbrights so it won't give you coloured light.

(It's not a light tool either - it only works on maps that have already been processed by a regular light tool and it's purpose is nothing more than to add coloured light to a map that already has white light.)

Try this as an alternative: http://mhquake.blogspot.com/2010/11/ben ... s-out.html


that didn't work either. i'm pretty sure enhanced glquake has fullbrights(?)
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Postby hondobondo » Tue Nov 16, 2010 4:24 am

leileilol wrote:did you use the colored light code from the darkplaces files page?


no. i'll check that out
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Postby Spirit » Tue Nov 16, 2010 7:31 am

hondobondo wrote:I'm pretty sure enhanced glquake has fullbrights(?)


it does not. no overbrights either.
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Postby Baker » Tue Nov 16, 2010 11:38 am

hondobondo wrote:that didn't work either. i'm pretty sure enhanced glquake has fullbrights(?)


I'm rather sure what MH means is that your *map* doesn't have fullbrights, not that the engine you are using doesn't have them. Whether or not an engine supports fullbrights doesn't have anything to do with lightmaps.

He just means your textures in the map aren't using any fullbright colors and his tools uses that to generate the colored light data.

mh wrote:Try this as an alternative: http://mhquake.blogspot.com/2010/11/ben ... s-out.html


Neat.

But I swear that colored light data should be shoved into the .bsp and stamped bspversion 31 (or whatever) along with stuffing a 768 byte palette header before each texture and finally opening Pandora's box for Quake mapping (and shoving the skybox texture into the bsp too).

I mean in my opinion all this external stuff is a disservice to something like DarkPlaces/Quakeworld map download if the process isn't even downloading all the stuff the map author intended for the presentation of the level.
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Postby andrewj » Tue Nov 16, 2010 12:33 pm

Baker wrote:I mean in my opinion all this external stuff is a disservice to something like DarkPlaces/Quakeworld map download if the process isn't even downloading all the stuff the map author intended for the presentation of the level.

That sounds like a limitation in the download feature to me, I don't know the details but you're talking like it can only handle bsp files and not full pak files.

Fix the download feature instead of bloating bsps more.

Even textures don't belong in bsp files, they were removed in later quake engines and made optional in half-life, and for good reasons.

Though for colored lighting I agree it would be better inside the bsp file, but there is a established standard and introducing a new standard now probably wouldn't fly.
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Postby leileilol » Tue Nov 16, 2010 12:35 pm

*cough*ebsp*cough*
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Postby frag.machine » Tue Nov 16, 2010 12:57 pm

*cough* *cough* *cough* QSB 1.0 *cough* *cough* *cough*
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Postby hondobondo » Tue Nov 16, 2010 4:09 pm

Baker wrote:I'm rather sure what MH means is that your *map* doesn't have fullbrights, not that the engine you are using doesn't have them. Whether or not an engine supports fullbrights doesn't have anything to do with lightmaps.

He just means your textures in the map aren't using any fullbright colors and his tools uses that to generate the colored light data.


so what textures are fullbright textures?
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Postby mh » Tue Nov 16, 2010 5:31 pm

hondobondo wrote:
Baker wrote:I'm rather sure what MH means is that your *map* doesn't have fullbrights, not that the engine you are using doesn't have them. Whether or not an engine supports fullbrights doesn't have anything to do with lightmaps.

He just means your textures in the map aren't using any fullbright colors and his tools uses that to generate the colored light data.


so what textures are fullbright textures?

There's no set list of such textures. Any one containing a texel with a palette index > 223 (or was it 224?) is a candidate here. Even this is not an absolute hard and fast rule, as fullbrights in software Quake come from the colormap, so it's really any one where the corresponding colormap column doesn't darken. An even then it's not hard and fast as software Quake could allow inverse lighting if the colormap was set up accordingly, but in practice you won't see this at all.

Yeah, it's complex like that. :(
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