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Quake Revitalization/Retexturing Project official release (preview)
Have you turned on RTLights in DarkPlaces config menu?
Yes and it, the inkub0 and romi rtlights both work perfectly in ID1 but doesn't work in hipnotic!
I yesterday went to darkplaces official site page and found romi's rtlight for SoA and it works but it is extremely dark and not as good as those screens posted on QRP site... I tried every possible combo from putting inkub0 rtlights in both hipnotic and ID1 folder, using romi's rtlights, but nothing works! I tried other version of the DP engine also, and that didn't help! I literally spent 3 hours yesterday trying to make it work but was unsuccessful!!
First of all, the world textures themselve have nothing to do with the lighting that you describe.
The "illumination" or "lighting" that you describe is based on the lighting of the map.
There are several external lighting files that will bring more "dynamic" / "colors" into Quake.
Talking about DarkPlaces, we usualy use rtlights, because they are the fuel for this engine.
Without them, the engine has much less performance with realttime lighting enabled.
Now that we talk about rtlights (note that there are also other external lighting files available, such as .lit files for example.), the following are the most important to mention:
- Romi�s rtlights
- inkub0�s modified Romi�s rtlights
Romi made rtlights for Quake + SoA
inkub0 made rtlights for DoE (and modified Romi�s lights for Quake)
So, if you talk about SoA, there is NO way around Romi�s wonderful rtlights.
I made some comparism screenshots to show you the difference.
Because you mentioned hip2m2 map, I made a comparism of this scenario:
Without Romi�s rtlights:
With Romi�s rtlights:
As you can see, the visual of the second screenshot is almost identical to Moon[Drunk]�s screen no.2.
Be aware, that depending on your gamma and color setting inside the options menu, your visual can differ.
Be also aware, that inkub0�s modified rtlights are much darker than Romi�s.
Regarding the DP-build that you should use:
rtlights have been implemented into DP since many years,
so it should not matter.
Anyway, using the latest autobuilds is always a risk !
Dont forget to enable your RT world in DP options to be able to see the Romi�s lights.
I hope I could help you a little bit.
Best wishes,
Seven
PS: I attached my Hipnotic "config.cfg" just in case you want to test it.
Maybe it helps to solve your isse.
^ Hi Seven! Thank you for sharing your actual SoA config.cfg.
You have several, in my case, machine squashing options enabled.
What are your machine specs and your average FPS with those settings and resolution?
░░▒▒▓▓██ Casi EOF ██▓▓▒▒░░
░░▒▒▓▓██ M 4 C G Y V 3 R ██▓▓▒▒░░
░░▒▒▓▓██ EOF =D ██▓▓▒▒░░
First of all, the world textures themselve have nothing to do with the lighting that you describe.
The "illumination" or "lighting" that you describe is based on the lighting of the map.
There are several external lighting files that will bring more "dynamic" / "colors" into Quake.
Talking about DarkPlaces, we usualy use rtlights, because they are the fuel for this engine.
Without them, the engine has much less performance with realttime lighting enabled.
Now that we talk about rtlights (note that there are also other external lighting files available, such as .lit files for example.), the following are the most important to mention:
- Romi�s rtlights
- inkub0�s modified Romi�s rtlights
Romi made rtlights for Quake + SoA
inkub0 made rtlights for DoE (and modified Romi�s lights for Quake)
So, if you talk about SoA, there is NO way around Romi�s wonderful rtlights.
I made some comparism screenshots to show you the difference.
Because you mentioned hip2m2 map, I made a comparism of this scenario:
Without Romi�s rtlights:
With Romi�s rtlights:
As you can see, the visual of the second screenshot is almost identical to Moon[Drunk]�s screen no.2.
Be aware, that depending on your gamma and color setting inside the options menu, your visual can differ.
Be also aware, that inkub0�s modified rtlights are much darker than Romi�s.
Regarding the DP-build that you should use:
rtlights have been implemented into DP since many years,
so it should not matter.
Anyway, using the latest autobuilds is always a risk !
Dont forget to enable your RT world in DP options to be able to see the Romi�s lights.
I hope I could help you a little bit.
Best wishes,
Seven
PS: I attached my Hipnotic "config.cfg" just in case you want to test it.
Maybe it helps to solve your isse.
Hey Seven,
Thanx alot for posting this detailed thread! The good thing is I actually figured out what the problem was and it was right in front of my eyes!! My "RT lightmaps" option was set to 0, so that was the reason my game was extremely dark with romi's rtlights for SoA. I set it to 0.700 as my preferred level and my game looks pretty much exactly like your second screenshot! Again, thanx alot for your time and effort in everything!
^ Hi Seven! Thank you for sharing your actual SoA config.cfg.
You have several, in my case, machine squashing options enabled.
What are your machine specs and your average FPS with those settings and resolution?
Hello M4CGYV3R,
Dont worry about me, I am fine.
I only have this small monitor with the old 1680x1050 resolution.
There are no real killer-features that I use.
It is just the basics for some nicer look.
The external content can be much more limiting at times.
I have an old GTX570 with an even older Q9550.
There is no issue with my fps. If I had, I would surely change it.
In the end, it also heavily depends on the DP build that you are using.
But anyway, you will see me much more often sitting in front of a QC file than really playing Quake.
That is my passion and my curse at the same time...
There are so many wonderful maps out there that wait to be played, but having fun with ssqc is more fun for me.
I am sure that one day this will change.
I use different auto_cvar�s, because I use a different "small mod compilation" version.
So it would not make much sense to post them.
But I put much effort in the description of each and every cvar.
- inside the autoexec_sample.cfg itself
- inside the individual feature readme�s
- inside the main readme which lists all cvars
If you have questions concerning any of these, please dont hesitate to ask inside the "small mod compilation" thread.
QRP_lightbulbs_fix.zip - fixed two textures - no more shadows on lightbulbs.
It'll look correctly only on engines that support luminosity maps. I've used darkplaces suffix _glow in the filenames.
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
Yes, that is a price we have to pay with offsetmapping.
Either disable it, or use tricks like these as long as the diffuse textures are not optimized for this.
I remember I was using similar tricks while creating the 'shader animated bboxes'.
And OoPpEe used it in his weapons too.
--> Avoid offsets in the areas of light.
For the interested people, here is a comparism screenshot of Smith�s posted fix.
Fix is on the right:
You are sensitive regarding these things Smith, which is good.
Seven
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