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  • #76
    Do you have RTworld enabled?
    Make Quake Great Again

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    • #77
      well, at least enable shadowing on some big lights in big open area's
      so that there are actual shadows from the player & monsters

      in small hallways its ok but in big open areas it just seems strange taht the lights cast no shadows

      and in outdoor areas its an idea to add one single big light high up in the sky
      which has a huge radius and shadows enabled to add fake sun-light with shadows

      like in the area in the first picture, there should be light from above that casts subtle shadows
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • #78
        Originally posted by Blood Vengeance View Post
        Do you have RTworld enabled?
        Of course - rtworld, rtlights and rtshadows are all enabled. With these enabled, I can't really see any difference whether I have rtlights mod in the ID1 folder or if I dont.

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        • #79
          Originally posted by talisa View Post
          well, at least enable shadowing on some big lights in big open area's
          so that there are actual shadows from the player & monsters

          in small hallways its ok but in big open areas it just seems strange taht the lights cast no shadows

          and in outdoor areas its an idea to add one single big light high up in the sky
          which has a huge radius and shadows enabled to add fake sun-light with shadows

          like in the area in the first picture, there should be light from above that casts subtle shadows
          Except for big maps, I've always put high radius sky (except in my first releases, where I was at the very beginning). In Dopa, in the start map (you'll notice better in game) the sky is 1300 of radius and you can clearly see shadows.
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          • #80
            Originally posted by och View Post
            Of course - rtworld, rtlights and rtshadows are all enabled. With these enabled, I can't really see any difference whether I have rtlights mod in the ID1 folder or if I dont.
            Strange, can you post screenshots comparing your game with RTworld enabled and with no RTworld enabled?
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            • #81
              Originally posted by Blood Vengeance View Post
              Strange, can you post screenshots comparing your game with RTworld enabled and with no RTworld enabled?
              There is a huge difference when RTworld is enable or disabled - but there seems to be no difference whether I have rtlights mod pk3 inside id1 folder or not.

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              • #82
                Originally posted by och View Post
                There is a huge difference when RTworld is enable or disabled - but there seems to be no difference whether I have rtlights mod pk3 inside id1 folder or not.
                Oh, we've all misunderstood your question then!! pk3 files are made to reduce file size, of course with RTlights you'll never notice the difference since they weight only a few kilobytes, but if you have for example textures outside a pk3 archive you'll notice the difference
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                • #83
                  Originally posted by Blood Vengeance View Post
                  Oh, we've all misunderstood your question then!! pk3 files are made to reduce file size, of course with RTlights you'll never notice the difference since they weight only a few kilobytes, but if you have for example textures outside a pk3 archive you'll notice the difference
                  No, I'm not asking about the size of the pk3, I'm just trying to understand what these rtlights mods do.

                  For instance, take a look at these two screen shots. I cannot see any difference between them at all. One is taken with "FCZ relight.pk3" inside id1 folder, and the other is take with that file erased for from id1 folder.

                  FCZ relight is downloaded from here http://quakeone.com/forums/quake-mod...lightmaps.html

                  Running darkplaces with Rygels ultra texture pack and SMC.



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                  • #84
                    I think I'm starting to comprehend it now. I think Rygels texture pack already has a version of RTlights built into it, thus I'm not seeing a difference.

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                    • #85
                      Originally posted by och View Post
                      I think I'm starting to comprehend it now. I think Rygels texture pack already has a version of RTlights built into it, thus I'm not seeing a difference.
                      I dont'use Rygel since some years, so I don't remember if it had RTlights built into it
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                      • #86
                        Originally posted by Blood Vengeance View Post
                        I dont'use Rygel since some years, so I don't remember if it had RTlights built into it
                        It has maps and cubemaps folders inside of it, where a lot of files are the same as FCZ relight.pk3

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                        • #87
                          Originally posted by Blood Vengeance View Post
                          So what do you suggest to do to improve them?
                          Hello Blood Vengeance,

                          You have to relax yourself a little bit.
                          If I were you I would first pick a high quality rtlights map pack. Like the ones from Romi.
                          Then study them for a while. See how shadows, colors, etc. have been chosen and get the feeling for it. How it is blended into maps.

                          Producing rtlights as fast as popcorn is not always good. You had the rtlights done for 10 maps after 2 days. That seems to me very rushed and certainly can be improved in different ways. When you look how long the great rtlighter�s needed for their packs (weeks and even months)...

                          Quality should always be top priority. Quantity should always be after. You are not doing it for earning money or winning a race (who is the quickest), dont you ?

                          Once you free yourself from the pressure your work will start to improve. I am sure.

                          Good luck,
                          Seven

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                          • #88
                            Originally posted by Seven View Post
                            Hello Blood Vengeance,

                            You have to relax yourself a little bit.
                            If I were you I would first pick a high quality rtlights map pack. Like the ones from Romi.
                            Then study them for a while. See how shadows, colors, etc. have been chosen and get the feeling for it. How it is blended into maps.

                            Producing rtlights as fast as popcorn is not always good. You had the rtlights done for 10 maps after 2 days. That seems to me very rushed and certainly can be improved in different ways. When you look how long the great rtlighter�s needed for their packs (weeks and even months)...

                            Quality should always be top priority. Quantity should always be after. You are not doing it for earning money or winning a race (who is the quickest), dont you ?

                            Once you free yourself from the pressure your work will start to improve. I am sure.

                            Good luck,
                            Seven
                            Before using the RTlights editor of course I've taken a look at the ones made by Inkub0 and then those made by Jakub1 for Tale of Abbot's Rune. Quake maps are far smaller than 90% of custom maps and usually have less than 100 lights, so I had to "sacrifice something" on majority of maps, and concentrated only on main sources of lights (torches and other stuff) otherwise bigger maps will have 400+ lights and kill your framerate . Since my very first release, I've improved and corrected mistakes on my lights (AoP and Beyond Belief especially, they were updated many times) and in one year I've received very few feedback and criticism so I continued to push further and nowaday I discovered after a year that I've done only crap
                            Last edited by Blood Vengeance; 06-27-2016, 05:40 AM.
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                            • #89
                              Originally posted by och View Post
                              take a look at these two screen shots. I cannot see any difference between them at all.



                              If you really can't see any difference, you need to visit an ophthalmologist. Badly.
                              ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
                              ♪ What a glorious feelin' I'm haaaaaaappy again ♪

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                              • #90
                                hi blood vengeance,
                                -
                                as seven said - no rush. rtlights i've made, especially the nehahra ones, took me a huge amount of time. the fact is that i literally played with every little light over and over again, endlessly tweaking the look of each area, eliminating necessary light sources, getting rid of all the strange graphic glitches caused by conflicting rtlights... list goes on. not to mention that almost all the rtlights use cubemaps which only adds another layer of polishing and tweaking.
                                -
                                a lot of other rtlights are in the pipeline right now but time is limited...
                                -
                                jakub

                                endnote - 400 lights in a big map is not a real issue as long as you know how to set them. what does matter is a number of simultaneously visible lights in ONE area. that's the problem, not the total amount.
                                Last edited by jakub1; 09-11-2016, 04:25 AM.
                                my projects so far:
                                Travail retextured
                                Tronyn in high definiton
                                Ab
                                yss of Pandemonium HD textures
                                Nehahra rtlights and other experiments

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