tyrlite vs big maps vs mh_coloredlight
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tyrlite vs big maps vs mh_coloredlight
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
but clight4 looks like this
when i try to compile clight4 with mhcolor it looks like this
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
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
but clight4 looks like this
when i try to compile clight4 with mhcolor it looks like this
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
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Re: tyrlite vs big maps vs mh_coloredlight
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
but clight4 looks like this
when i try to compile clight4 with mhcolor it looks like this
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
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
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?
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?
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 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
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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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 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(?)
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
leileilol wrote:did you use the colored light code from the darkplaces files page?
no. i'll check that out
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
hondobondo wrote:I'm pretty sure enhanced glquake has fullbrights(?)
it does not. no overbrights either.
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- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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.
- andrewj
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frag.machine - Posts: 2090
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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?
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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