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  • #31
    Originally posted by mhquake View Post
    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.

    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.
    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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    • #32
      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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      • #33
        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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        • #34
          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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          • #35
            a worthy bump =]


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            • #36
              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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