Originally posted by mhquake
					
						
						
							
							
							
							
								
								
								
								
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official lit pack question
				
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ahh, that's probably what it is with rogue. hip comes out ok. I can't wait till the next release then! having more customization
							
						
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I also have one suggestion, for the next release. is there anyway you can add an option where we can just type which textures will not be lit?
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reasons I think it is important to have lit choices:
- customization for specific maps
- lessen the amount of lits(it can look a little goofy with colors everywhere)
the way I noticed FTE works as far as its in game lit function, it usually only targets the following:
- lava
- slime
- torches
- yellow lights
this is nice because its subtle, but to have choices and a great GUI based utility like yours is outstanding. not to mention its fast!
I very RARELY seen other colored lighting, I could of sworn I saw a blue light on a custom map..I could of been seeing things
your work is nothing short of impressive and to have optional lighting would only make it the best lit utility of all time as far as I'm concerned =]
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Yup, this will all come in. The way I see it is that I'm going to provide options for the following:
1) Torches
2) Fullbrights
3) Lava
4) Slime
5) Other Textures
Depending on how much GUI real estate I have available I'd also like to provide a range scale slider for each of these (so we can have "let's have torches that colour to a long distance but scale lava back a little" scenarios). I may also add "Sky" as an option, but I don't really see it as being as important as the others. More of a "nice to have" feature than a "must have" one.
I'm also going to bear in mind the request for a list of textures to explicitly not have casting colour.
But right now though I'm busy on a much-delayed update of my Quake engine, so I won't be looking at any of this until that gets released.
							
						IT LIVES! http://directq.blogspot.com/
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a worthy bump =]
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Just to let people know that I'm quite unlikely to have time to work on this for a while yet. I'd actually forgotten all about it, but aside from that I'm up to my proverbials with RMQ right now. We'll see how things go as soon as I get the current part of the code I'm working on done though.IT LIVES! http://directq.blogspot.com/
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