News - mh releases multithread colored light/lit compiler
News - mh releases multithread colored light/lit compiler
mh has released a new light tool, after having tested it by compiling the largest ReMakeQuake map. The tool is based off of Aguirre's Light, modified for colored light and LIT support, following LordHavoc's QLIT1 standard. On top of that, it is now multithreaded for a great increase in performance, alas it is Windows only at present, though mh does seem interested in hearing from anyone willing to port it.
Go give it a download (courtesy of Quaketastic)!
Go give it a download (courtesy of Quaketastic)!
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
I did a working q1rad a coupla years ago but you're right, the lighting looked completely wrong as the light entities in Q1 maps are not set up for radiosity. You also lose the big dramatic shadows that add so much to Quake's atmosphere.
I think it was based on the HL tool source so I couldn't really release it.
Anyway, heads up that there is going to be a release 2 of this particular tool just as soon as we work through a few more things with it.
I think it was based on the HL tool source so I couldn't really release it.
Anyway, heads up that there is going to be a release 2 of this particular tool just as soon as we work through a few more things with it.
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
Oh, if I must.....leileilol wrote:Aww, bummer, I thought this was going to be a MHColour2009 that worked.
WinMHColour 2010
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
I'm gonna have to tell you what the doctor told the patient who said "it hurts every time I do this"...leileilol wrote:It crashes during compile when the screen changes (i.e. fullscreen quake all of a sudden or the computer 'locking' itself to sleep)mh wrote:
DARN i have to wait for 2011!!!
p.s. Malice looks really really cool using this tool. That TC had a LOT of fullbright usage.
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
I deliberately didn't support compressed folders in the original code but don't ask me why - it was a year and a half ago after all. So this one is "by design".leileilol wrote:Another bug - the folder interface can't see compressed folders.
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
Radiosity is SO much better for creating realistic lighting. Of course it breaks with any map that hasn't had lighting done to take into account the bounces. Just have it off by default, definitely worth having in there though.
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
True that, but I'm not certain that better realism is a worthwhile goal. One of the things you lose with radiosity is the great big dramatic shadows in Q1 maps, which do so much to add to the atmosphere.Electro wrote:Radiosity is SO much better for creating realistic lighting. Of course it breaks with any map that hasn't had lighting done to take into account the bounces. Just have it off by default, definitely worth having in there though.
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