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Member 364 posts
Registered: Oct 2006
This is my attempt to create a set of lits (for standard id maps: dmX, eXmY, start, end) that better fit the atmosphere of the game and don't distract from playing. Some lights have been toned down, some colors have been modified to better fit the environment. The lits are compiled with a new version of jscolour that produces brighter colors (only matters for DarkPlaces; ezQuake will force its own brightness levels anyway). Here's the third revision of the lit pack: toniks-id-lits-beta3.zip ( older version; oldest). Feedback is welcome
Member 518 posts
Registered: Jan 2006
I totally agree with you Tonik, I always liked the colored lightmaps but they where definitly "too strong" I checked e1m2/dm3/dm2 and I love it so far.
Good job!
Member 23 posts
Registered: Apr 2010
Looks great! Do you have plans to make some new ones for the duel maps as well? Thinking about Aerowalk and ZTNDM3. I would also like a new lit for Povdmm4 Great job!
Member 950 posts
Registered: Apr 2006
Member 130 posts
Registered: Jan 2006
Very nice indeed.
The end one doesn't look good at all to me, but the others I checked are quite good.
Member 364 posts
Registered: Oct 2006
Thanks for feedback guys! Yeah feffe, I do actually have lits for aerowalk and ztndm3, I just wanna concentrate on getting id maps right for now. Medar, here's a better end (still needs some polishing): end.lit
Member 793 posts
Registered: Feb 2006
just fyi there are a couple of replacement lit's a gfx.qw.nu. AAS did them, they're really good. dm2/dm4 are done at least.
edit: ztn and dm3 as well.
Member 92 posts
Registered: Aug 2007
Member 1435 posts
Registered: Jan 2006
After some years without colored ligths I couldn't tell the difference... Until a map that is not contained in your pack loaded. Oh my, what a difference Yes, your pack is much better for my eyes.
Member 130 posts
Registered: Jan 2006
Medar, here's a better end (still needs some polishing): end.litSweet, much better.
Member 357 posts
Registered: Mar 2006
Yes I'd agree, they aren't so "in your face", but i find these more complete. Seems like almost every lightsource / fullbright texture radiates a soft hue properly. Nice job!
Member 370 posts
Registered: Mar 2008
Looks great, Seems to look more natural. Hope you finish them!
Member 364 posts
Registered: Oct 2006
Member 1011 posts
Registered: Feb 2006
Member 364 posts
Registered: Oct 2006
Just in case someone wants to include this pack in an official release of anything, I have to note there's at least one small problem with it: on dm1, there is a couple of areas which are too dark (or if you use some versions of ezQuake or FuhQuake, not dark but suspiciously colorless).
The reason is that the vanilla lightmap for dm1 was built with "minlight" -- passed on command line, not as worldspawn key, and I didn't realize that when rebuilding the maps. To my knowledge, this is the only id map with minlight, but there might be others I'm not aware of (and I can't be bothered to write a tool to check every map automatically)
Member 364 posts
Registered: Oct 2006
And thanks for the kind words^H, oldman
Member 1011 posts
Registered: Feb 2006
Member 89 posts
Registered: Dec 2008
Wanted more dark red color and button on 200/200@dm2 highlights lower than it is http://qw2.ru - my servers and demos collection since 1999 via ftp :>
News Writer 646 posts
Registered: Mar 2006
Before/after screenshots, or it didn't happen.
Member 364 posts
Registered: Oct 2006
Spzman, you want a *deeper* red? W00t, a progamer requesting more colors %) Well I can understand you, the area has a rather nasty mix of red light from the lava and white light from the sky, but that's how the map was designed and I'm afraid you can't make it sexier without blocking the light from the sky or pretending the sky emits red light, which would be stupid.
Member 89 posts
Registered: Dec 2008
I did screenshots (thank to Phil), so you may compare old light: and its your new light: New lights are not red at all, closer to orange: look so on my 120Hz lcd, so not sure actually Tonik, you right, i want more deeper red, "pure color", imho its perfect. And im not progamer, i just love quakeworld How look fresh colding lava, its even more red than in old lits btw, need more than 24 bits colors to see real deep red light, but its impossible on pc while http://qw2.ru - my servers and demos collection since 1999 via ftp :>
Member 364 posts
Registered: Oct 2006
The quake lava, as evidenced by its texture, is a hotter and therefore more orange variety than the lava in your photo. It would be stupid for an orange lava to emit deep red light -- which is exactly what it does in the old lits and it's silly if you ask me.
Try doing a screenshot with gl_max_size 1 and it'll make the hue difference even more obvious. (In fact you may notice that my lighting is still not quite as orange as the lava texture!)
Member 364 posts
Registered: Oct 2006
I can agree with you that pure red (as in 255, 0, 0) might work better, if only for technical reasons (pure red always looks pure red regardless of your gamma settings). But orange-ish lava is what Quake creators chose and I don't want to go into an argument with them, I want my lits to respect their design choice.
Member 89 posts
Registered: Dec 2008
As you wish, anyway thank you for restyling. In my mind, we want more beautiful qw, not closer to innocence 8-bit design, but its matter of taste again http://qw2.ru - my servers and demos collection since 1999 via ftp :>
Member 364 posts
Registered: Oct 2006
To be honest, I'd like to see Quake maps relit from scratch using a better algorithm than the crude linear one employed by Q1 light.exe. My understanding is that the Q2 one is way better, giving more natural lighting. But bringing Q2 lighting to Q1 would require some programming by someone with a clue, and then a mapper to set up the new light sources for every map.
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