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official lit pack question
				
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Here's an uneducated question: is it possible to increase the lightmap resolution and possibly save it as an external file instead of rendering in realtime?
default:

hi-res

Maybe allowing some post processing to external file to blur the shadows too?
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It should be possible. At the very least you could take the result of a 4 x extra sampling job and dump it out directly rather than downsample it again.
The one but - and it's a big one - is that with increased resolution lightmaps you're going to have to mipmap them, which will really hurt dynamic light upload speeds. One idea I've been toying with here is doing lightmap modifications on the GPU. On a modern card (you'll need an 8 TMU card that supports 64 bit textures for this, with a fairly high amount of video RAM too) you can send the Quake max of 4 lightmaps per surf, the texture, and the scale down in a single pass, then combine them properly in a shader. That would allow you to mipmap your lightmaps with no regeneration speed penalties.
I don't think I'll code this myself, but the ideas up for grabs if anyone else fancies a try at it.IT LIVES! http://directq.blogspot.com/
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It's going slower than expected, but it's getting closer and closer all the time...
Screenshots of test runs of e2 and e3 are now up!
mhquake: MHColour 2009 - Episode 2 Test Run
mhquake: MHColour 2009 - Episode 3 Test RunIT LIVES! http://directq.blogspot.com/
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looking good! =]
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great release, well worth the wait!
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I noticed the program looks nothing like this

it looks like this instead

the addbsp button is broken and it doesn't recognize pak files.
I think it would be nice to have choices of what gets lit and what doesn't like the RC1. also, I tried lighting r1m1 and it came out like this..

							
						Last edited by Trickle; 05-15-2009, 02:30 AM.
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aop maps came out great though!
check out this shot of aop2m1
							
						
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That's odd cos I lit ID1 using the original PAK files in my Quake folder, and I've also done trial runs of one or two Rogue and Hipnotic maps using the very same. The "Add Folder" button should change to "Add PAK" as soon as it detects that you have PAK files (any name, not dependent on PAK0-PAK9) under the current directory. There are certain exceptions, a file that's marked hidden or system, or that is encrypted or read-only, is generally skipped.Originally posted by LockNLoad View Postthe addbsp button is broken and it doesn't recognize pak files.
Gotta save something for the next release! Seriously though, I did remove the options as things were changing at such a fast rate that what I had was pretty irrelevant. Also, the quality of how it turns out is heavily dependent on the textures used in the map. Brushmodels with a spawnflags of "Deathmatch Only" can cause some phantom colour spots in SP games (you'll see them around map exits in ID1); nothing much I can do about that without seriously breaking compatibility.Originally posted by LockNLoad View PostI think it would be nice to have choices of what gets lit and what doesn't like the RC1. also, I tried lighting r1m1 and it came out like this..
This release was really focussed on getting ID1 looking good. Aside from the trial runs mentioned above I haven't even touched on any mods or mission packs.IT LIVES! http://directq.blogspot.com/
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This is not a complaint(I love your new program, not crash, not give errors, and can manage
every BSP that i use, in resume its great) but, Can i make that this lights be yellow? just like
in previous releases(MHcolour 0.5 or MHLight)


even if i have to code, i like have lits in this mode rather than the "no colour lights"
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