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  • official lit pack question

    now this package is pretty good and I like all the lit placements..but



    wtf? why is there a rectangular gap with no lit? this is THE first and most memorable map on Quake and there's that?



    isn't the top part of that section suppose to be lit?

    so why is it like this and who made this lit package?

    I made lits for the original quake episodes using FTE instead of using this one, but in some ways I want to use the official lit package.


    PLAY QUAKE DODGEBALL!

    http://www.moddb.com/mods/quake-dodgeball

    Trickle's VWeps

  • #2
    hmmm its not quite official, altouh everyone seems to have used it/are using it...just ask MH

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    • #3
      Yeah, I made it. The artefacts are caused by an attempt to squeeze the coloured lightmaps into the same offsets (but * 3) as the original mono lightmaps; because a different lighting calculation is used it doesn't always work right.

      And no, I don't know what the original lighting calculation was, and it will likely never be recoverable as the light.exe source code has been modified and updated so many times that even the version ID provide for download is probably different to that used for the released maps.

      In an ideal world a new release of the maps (based on the GPL sources) with new LIT files specifically made for them would solve all of this.
      IT LIVES! http://directq.blogspot.com/

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      • #4
        Where i can download this lit packs

        Where i can download this mhquake and LockNLoad lit packs.

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        • #5
          I don't have it any more I'm afraid, as I've since recompiled all of the maps to fix the bugs myself, and the LITs that have resulted from that are unfortunately not compatible with the original BSPs (different light data offsets) so they're effectively unreleasable.

          You might be able to find it hanging around on some of the more well known Quake file hosts (although neither Quaketastic nor Quaddicted seem to have it) as it was fairly widely distributed.

          Alternatively, a Google search for Quake ID1 LIT seems to turn up a few likely candidates, but I haven't tried any of them so I can't vouch for them.

          Finally, if I get the itch sufficiently enough I might try rewriting my current version of my tool used to make LITs (which I've used for my own incompatible LITs) so that it makes compatible and bug-free LITs.
          IT LIVES! http://directq.blogspot.com/

          Comment


          • #6
            Originally posted by mhquake View Post
            I don't have it any more I'm afraid, as I've since recompiled all of the maps to fix the bugs myself, and the LITs that have resulted from that are unfortunately not compatible with the original BSPs (different light data offsets) so they're effectively unreleasable.

            You might be able to find it hanging around on some of the more well known Quake file hosts (although neither Quaketastic nor Quaddicted seem to have it) as it was fairly widely distributed.

            Alternatively, a Google search for Quake ID1 LIT seems to turn up a few likely candidates, but I haven't tried any of them so I can't vouch for them.

            Finally, if I get the itch sufficiently enough I might try rewriting my current version of my tool used to make LITs (which I've used for my own incompatible LITs) so that it makes compatible and bug-free LITs.
            yeah, I really wish there was a way they would be compatible much like when a server has a vised map when your version isn't. isn't there a way an engine can just hack it in?


            PLAY QUAKE DODGEBALL!

            http://www.moddb.com/mods/quake-dodgeball

            Trickle's VWeps

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            • #7
              Originally posted by evilmitaka View Post
              Where i can download this mhquake and LockNLoad lit packs.
              the qrack pak has it.

              http://www.quakeone.com/qrack/pak1.zip

              if you only want the lits in it, download pakexplorer or pakscape

              http://quakestuff.telefragged.com/pakexplr.zip

              FilePlanet: PakScape v0.07

              then just deleted all folders but the lits. =]


              PLAY QUAKE DODGEBALL!

              http://www.moddb.com/mods/quake-dodgeball

              Trickle's VWeps

              Comment


              • #8
                hmm and about the mh quake, i don't know where u would fin the older builds but this engine i believe is based off of it

                reckless [from inside3d.com]



                Joined: xx xxx xxxx
                Posts: xxx
                Location: xxxxxx xxx xxxxxxxx

                Posted: Tue Feb 17, 2009 9:04 pm
                uploaded source and compiled engine + dll's its in singleplayer.

                http://www.quaketastic.com/upload/fi..._2009_2_17.zip
                and the much more recent mh quake is avalibe at: mhquake

                Comment


                • #9
                  Originally posted by LockNLoad View Post
                  yeah, I really wish there was a way they would be compatible much like when a server has a vised map when your version isn't. isn't there a way an engine can just hack it in?
                  Not really, as each surface in the BSP has it's own lightmap offset, so hacking it in would require hard-coding map-specific info into the engine (possible but most definitely not a good thing to be doing).

                  Anyway, I've been giving some thought to an approach that would generate a valid coloured lightmap in the same file space as the old monochrome one, which basically involves using knowledge of the size of the monochrome lightmap (which can be easily determined from the data in the BSP) to figure out the correct parameters to use when calculating the coloured one. I think it should work fine enough, so I might get stuck into creating and releasing an "ID1 litfile bugfix pack" sometime soon.

                  This is all light tool stuff by the way, not engine.
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #10
                    Originally posted by mhquake View Post
                    Not really, as each surface in the BSP has it's own lightmap offset, so hacking it in would require hard-coding map-specific info into the engine (possible but most definitely not a good thing to be doing).

                    Anyway, I've been giving some thought to an approach that would generate a valid coloured lightmap in the same file space as the old monochrome one, which basically involves using knowledge of the size of the monochrome lightmap (which can be easily determined from the data in the BSP) to figure out the correct parameters to use when calculating the coloured one. I think it should work fine enough, so I might get stuck into creating and releasing an "ID1 litfile bugfix pack" sometime soon.

                    This is all light tool stuff by the way, not engine.
                    I definitely look forward to this ;o)


                    PLAY QUAKE DODGEBALL!

                    http://www.moddb.com/mods/quake-dodgeball

                    Trickle's VWeps

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                    • #11
                      oh, since we are on the subjects of lits. I noticed platforms that move that were under a lit will still have lit when it moves away from it


                      PLAY QUAKE DODGEBALL!

                      http://www.moddb.com/mods/quake-dodgeball

                      Trickle's VWeps

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                      • #12
                        yeh, you gotta see it as if the colour is stained or painted on it , i don't mind it though

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                        • #13
                          Platforms, doors and all the rest are part of the world, and world lighting is static. I suppose it was good enough for 1996.
                          IT LIVES! http://directq.blogspot.com/

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                          • #14
                            mhquake: MHColour 2009 Update

                            IT LIVES! http://directq.blogspot.com/

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                            • #15
                              Great!!

                              Great!! i can't wait for check this.

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