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InsideQC Forums • View topic - tyrlite vs big maps vs mh_coloredlight

tyrlite vs big maps vs mh_coloredlight

Discuss programming topics for the various GPL'd game engine sources.

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Postby hondobondo » Tue Nov 16, 2010 6:33 pm

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Postby mh » Tue Nov 16, 2010 7:05 pm

Before you do anything you should have a read of this: http://www.quaddicted.com/software-vs-g ... llbrights/ this: http://www.celephais.net/stuff/texturefaq.htm and this: http://quakery.quakedev.com/qwiki/index ... e#Colormap

(These are essential reading for all content creators, by the way).

If you want MHColour to work you will need to change the textures in the map. Find textures which have fullbrights in them (by running another map in either software Quake or an engine which supports fullbrights) and use those textures.

I personally don't recommend this approach. MHColour is a specialised tool which is only appropriate in certain well-defined circumstances; using it for general mapping work is not a good idea. Creating a map with support for coloured light in the first place is the right thing to do all the time.

If something doesn't work in the engine you're using, cross-check it with another engine. This is always a good idea anyway, even if that something does work, and especially if you're using Bengt Jardrup's engine (or something derived from it).

Bengt's engine is a great mapping tool, but it has several serious drawbacks which prevent it from being suitable for general use. One of those is it's lack of fullbrights and overbrights. Content which looks perfectly fine in his engine can quite easily look awful in something else. It's even inconsistent with his software engine in this regard.

Another is that his engine carries forward a lot of CRAP from GLQuake which the world would be a lot better off without. I've personally seen content run over 10 times faster in engines that have had their renderer designed better.

None of this is to say that he did a bad job; by his own admission () his engine is a mapping tool and it should be treated as one. A key point that mappers frequently miss is that the engine that is best for them while mapping is not necessarily best for the person who's playing the end result. Understandable but sometimes frustrating.

So coming back to where I said "if something doesn't work in the engine you're using, cross-check it with another engine": right now we don't know where the bug you're getting is. It could be in the engine. It could be in the map. It could be in the tools (and not necessarily just the light tool). The only way we're going to know, and be able to advise where to go next, is if you cross-check, experiment and try to pin down the source. :D
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Postby Baker » Wed Nov 17, 2010 9:20 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby revelator » Wed Nov 17, 2010 10:22 pm

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Postby frag.machine » Wed Nov 17, 2010 11:55 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby mh » Thu Nov 18, 2010 12:05 am

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Postby leileilol » Thu Nov 18, 2010 12:19 am

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Postby qbism » Thu Nov 18, 2010 12:29 am

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Postby leileilol » Thu Nov 18, 2010 12:58 am

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Postby metlslime » Thu Nov 18, 2010 1:28 am

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Postby goldenboy » Thu Nov 18, 2010 4:29 pm

A q2bsp variant with patches added would probably be neat. Personally I'd switch in a heartbeat, but I have a feeling I'd be very lonely. People hate having to adapt.

Tool coding in Quake is in a very sad state of affairs as well, who's going to make the new map compilers? What about editors?
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done it

Postby hondobondo » Tue Dec 14, 2010 2:01 am



there are some weird artifacts however, if you look close. (DON'T LOOK CLOSE)

they're hard to miss, unfortunately

Image
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