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Duke3d original level Lighting  "let there be the light!"

User is offline   Jhect 

#181

http://forums.duke4.net/index.php?act=atta...ost&id=1299

it is this picture i mean.
i think the blue and red lights is a bit too... big? bright or whatever you say xD i asume the blue light comes from the key card lock and the red light comes from the switch that is actually behind that wall as a secret room. tell me if its not from that secret room and if the blue light is not from the keycard switch. but if it is. it shouldnt be that bright.

please explain what you were thinking so i can understand. it could also be disco-lights that the developers of the map were not able to make because they did not have the tools.

This post has been edited by Jhect: 17 November 2010 - 03:36 PM

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User is offline   Tetsuo 

#182

View PostJhect, on Nov 17 2010, 04:30 PM, said:

http://forums.duke4.net/index.php?act=atta...ost&id=1299

it is this picture i mean.
i think the blue and red lights is a bit too... big? bright or whatever you say xD i asume the blue light comes from the key card lock and the red light comes from the switch that is actually behind that wall as a secret room. tell me if its not from that secret room and if the blue light is not from the keycard switch. but if it is. it shouldnt be that bright.

please explain what you were thinking so i can understand. it could also be disco-lights that the developers of the map were not able to make because they did not have the tools.


Those are supposed to be the "disco" lights. As far as I can remember the original had those colored lights in that area as well. There was only one color of keycard door in that area and it isn't what is causing those lights.
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User is offline   Jhect 

#183

View PostTetsuo, on Nov 18 2010, 02:08 AM, said:

Those are supposed to be the "disco" lights. As far as I can remember the original had those colored lights in that area as well. There was only one color of keycard door in that area and it isn't what is causing those lights.


my friend you are right :P 100% my mistake. i remembered that it was only white lights so that is where i was wrong

This post has been edited by Jhect: 17 November 2010 - 05:18 PM

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User is offline   Micky C 

  • Honored Donor

#184

Either way I didn't put those lights in; the only levels I've worked on in the original Duke3D (not counting Duke it out in DC) is episode 3. Most of the other level lights were done by Devestator, except for Hollywood Holocaust, which I think was done by Parker.
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User is offline   Micky C 

  • Honored Donor

#185

So I've collected all my video playthroughs of the levels I've done so far:

e3l1 Raw Meat: http://www.youtube.c...h?v=85pbJCyW9H0
e3l2 Bank Roll: http://www.youtube.c...h?v=RD7ztWuvUZo

e3l5 Movie Set: http://www.youtube.com/watch?v=Q8emoSvUIU8...e=youtube_gdata
e3l6 Rabid Transit: http://www.youtube.com/watch?v=0zhqgFeoN6k...e=youtube_gdata
e3l7 Fahrenheit: http://www.youtube.c...h?v=pkUZJoXKstA

And since no one really comments in this thread, I hope people don't mind if I put up some pictures outlining some of the highlights of the levels and some techniques I used to light them:

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-11-17-34.jpg
Large outdoor areas tend to be lit by large spotlights.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-16-06-61.jpg
A technique I also included on the first level of Duke it Out in DC (small spotlights on the walls), also the spotlight shows off the model

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-18-25-78.jpg
Combination of a red spotlight and a blue point light make for great visuals here.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-21-44-96.jpg
Mixing it up with some different colours.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-22-21-74.jpg
Emphasizing the height with some high-up lights, also good for the journey back down.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-26-51-07.jpg
Added small blue and red lights to the vending machines. I know they have glow maps but I think it looks better like this. It also lights up the HUD a bit.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-27-43-85.jpg
Added lights all along the track. However since it's one large sector, polymer seems to have given up rendering light on the floor and ceiling there. At least the walls are lit.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-30-42-28.jpghttp://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-20-24-68.jpg
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-55-38-73.jpg
It feels so good to see enemies have proper shadows, especially in the outdoor areas.
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User is offline   Micky C 

  • Honored Donor

#186

It seems that there's some kind of limit to how many photos you can put up, so I'll post the rest here:

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-33-36-61.jpg
The walls look nice here.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-34-36-75.jpg
When it's normally too dark to see on minimum brightness, and there are no sector lights in-game, a dim light does the job nicely.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2210-25-15-79.jpg

http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322010-11-2211-06-36-09.jpg
When there's an elevator, I put a column of lights along its travel path to give an extra sense of movement as well as more consistent lighting. You'll see what I mean when you use it in game.

Edit: If the levels don't look like how they do in my video playthroughs, or you think something should be added, please tell me.

This post has been edited by Micky C: 21 November 2010 - 04:41 PM

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User is offline   Devastator 

#187

Screenshots look great, but lightning strikes hard on performance. I've not checked all levls yet,m but there is something wrong with rabid transit.
Make sure yo do not alter map in any way(except for sprites) now wall/ sector operation.

Looking into e3l6.mhk i see light in sector 183 with coordinates 25728 -61568
Opening e3l6.map and i see that it is sector 184 in this coords.

I did same mistake when lighted up my first map, so here's the solution how to transfer lights to original map:

We gonna duplicate all sprites including Lights into original unaltered map.

1. Unpack unaltered e3l6 from grp(using romalooms gviewer or simply opening and saving through mapster)
2. Create one big sector, bigger than whole map.
3. Find some key sprite you will use as guide for alignment.
4. Select all map via shift.
5. Click-grab it and press insert (don't release mouse button yet)
6. move all map far away.
- by now you should have all map sprites hanging in void space.
7. Select all these sprites and move inside giant sector made in step 2.
8. Alt-select this sector.
9. Open original unaltered map. You should have giant sector in this map too.
10. Move all sprires into original map and align them according to key sprite
11!. While all sprites still selected move them to same position AGAIN. (move left and then back right for example) This step is needed for engine to assign valid sectnum to sprites.
12. Delete giant sector
13. Export maphack and check the diference.
And remember: no operation with walls and sectors!

This post has been edited by Devastator: 28 November 2010 - 09:14 PM

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User is offline   Micky C 

  • Honored Donor

#188

Whoa, that sounds complicated. I don't think I altered any of the level geometry when putting in the lights, but I'll have a look into it. What does the faulty maphack cause in-game out of interest? I hope it's nothing too bad as I won't be able to fix it for about 2 months after I return from france :S
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User is offline   Roma Loom 

  • Loomsday Device

#189

Some lights are just not showing because of wrong sectors. For instance I don't have that light source in the subway on the screen you've posted.
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User is offline   Micky C 

  • Honored Donor

#190

So are people sure it's because they're in the wrong sectors? Because it's awesome that we now have a solution to the problem :rolleyes:
I'm just a bit uncertain because some of the lights in rabid transit are working but some aren't. But if this is why they're not working it should be easy to fix.

Unfortunately I have the feeling there are other places where the lights aren't working, so if anyone has some spare time after playing through the levels, also watch he video playthroughs and if they don't match up, just tell me so I can fix it.

Edit: It appears Devastator was right, I followed his instructions and it fixed the lights in Rabid Transit. I'll replace the old code on the previous page with the corrected code as I go and when I'm done I'll email the fixed maphacks to NightFright. Just to be on the safe side I'll redo all my lighted levels.

Double Edit: I've fixed them all and emailed them off. The code on the previous page has been updated :lol:
I'm currently working on my own map, but that's not going to be done before I leave for France, so I'll focus my effort until then on getting Hotel Hell done.

This post has been edited by Micky C: 28 November 2010 - 08:16 PM

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User is offline   Micky C 

  • Honored Donor

#191

E3l8 Hotel Hell is completed:

light  328   48384 -63520 -78848  2000  40 40 40   0 0 1536 -1   0 0   0 -1
light  161   42240 -55296 -68608  13000  255 235 225   256 192 1466 -1   0 0   0 -1
light  20   50304 -53760 -27548  5000  255 235 225   442 331 1536 -9999   0 0   0 -1
light  306   27456 -50464 -73728  2000  0 0 255   0 0 1536 -1   0 0   0 -1
light  107   32832 -50304 1416  1500  255 235 225   0 0 1536 -1   0 0   0 -1
light  155   34432 -52096 -47004  1000  50 50 255   0 0 1536 -1   0 0   0 -1
light  260   33280 -43520 -17408  20000  255 235 225   484 363 1536 -9999   0 0   0 -1
light  338   48000 -59904 2440  2000  255 235 225   0 0 1536 -1   0 0   0 -1
light  171   53056 -53760 -12288  500  255 235 225   0 0 1536 -1   0 0   0 -1
light  149   29696 -53184 -74652  9000  255 235 225   276 207 1567 50   0 0   0 9001
light  2   47712 -46016 -36764  4000  255 0 0   0 0 1536 -1   0 0   0 -1
light  87   39584 -51072 -122880  9000  255 235 225   364 273 1536 -9999   0 0   0 -1
light  248   39040 -47360 1124  800  255 235 225   0 0 1536 -1   0 0   0 -1
light  166   32512 -48992 -49152  2000  255 100 0   0 0 1536 -1   0 0   0 -1
light  306   29184 -52096 -73728  2000  0 0 255   0 0 1536 -1   0 0   0 -1
light  206   38656 -45440 -28572  9000  255 235 225   364 273 1536 -9999   0 0   0 -1
light  95   18432 -61952 25700  4000  0 0 255   0 0 1536 -1   0 0   0 -1
light  80   34432 -47872 -50176  2000  255 100 0   0 0 1536 -1   0 0   0 -1
light  164   34208 -47200 -62464  800  255 235 225   0 0 1536 -1   0 0   2 -1
light  83   32544 -47904 -50176  2000  255 100 0   0 0 1536 -1   0 0   0 -1
light  164   31040 -46464 -54272  2000  255 0 255   0 0 1536 -1   0 0   0 -1
light  164   31840 -49216 -67584  800  255 235 225   0 0 1536 -1   0 0   2 -1
light  164   31872 -48000 -63488  800  255 235 225   0 0 1536 -1   0 0   2 -1
light  164   32960 -47232 -63488  800  255 235 225   0 0 1536 -1   0 0   2 -1
light  114   34432 -51296 -61340  9000  255 235 225   414 310 1536 -9999   0 0   0 -1
light  58   40704 -43776 -55296  3000  200 200 0   0 0 0 0   0 0   0 -1
light  305   29600 -50112 -53248  4000  0 0 255   0 0 1536 -1   0 0   0 -1
light  92   23552 -61440 28772  4000  0 0 255   0 0 1536 -1   0 0   0 -1
light  159   15616 -61696 40036  4000  0 0 255   0 0 1536 -1   0 0   0 -1
light  90   18176 -58624 23652  4000  0 0 255   0 0 1536 -1   0 0   0 -1
light  233   29888 -42752 -59392  800  255 0 0   0 0 1536 -1   0 0   0 -1
light  123   46592 -35392 -37888  22000  100 105 127   256 192 1664 30   0 0   0 -1
light  214   26304 -41216 -2048  3000  255 235 225   0 0 1536 -1   0 0   0 -1
light  252   27712 -42624 -50176  3000  255 235 225   0 0 1536 -1   0 0   0 -1
light  256   27136 -45312 -44032  3000  102 94 90   0 0 1536 -1   0 0   0 -1
light  224   26368 -41216 -29696  3000  51 47 45   0 0 1536 -1   0 0   0 -1
light  268   26368 -45312 -16384  3000  51 47 45   0 0 1536 -1   0 0   0 -1
light  308   44352 -43136 -50176  500  255 235 225   0 0 1536 -1   0 0   0 -1
light  158   36864 -57344 256  3000  102 94 90   0 0 1536 -1   0 0   0 -1
light  280   52384 -22240 -63488  4000  100 105 127   0 0 256 30   0 0   0 -1
light  164   31488 -42176 -52224  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  140   41792 -46848 -55552  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  344   46528 -51712 -66560  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  86   44160 -51840 -53248  800  102 94 90   0 0 1536 -1   0 0   0 -1
light  68   34112 -43776 -66560  1500  0 255 0   0 0 0 0   0 0   0 -1
light  69   33856 -43776 -57344  5000  255 0 255   320 240 0 0   0 0   0 -1
light  156   35840 -43712 -57344  3000  0 0 255   0 0 0 0   0 0   0 -1
light  61   39104 -43712 -66560  1500  150 0 150   0 0 1536 0   0 0   0 -1
light  62   38784 -43712 -64998  5000  0 255 0   320 240 0 0   0 0   0 -1
light  355   34112 -40128 -51200  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  49   38144 -40192 -56320  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  356   43968 -40448 -53504  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  307   36416 -46336 -1024  500  255 235 225   0 0 1536 -1   0 0   0 -1
light  168   48832 -47424 -49152  4000  255 0 0   0 0 1536 -1   0 0   0 -1
light  261   33344 -41280 -15360  800  255 0 0   0 0 1536 -1   0 0   0 -1
light  261   41536 -40192 -7168  3000  102 94 90   0 0 1536 -1   0 0   0 -1
light  336   48640 -57600 1416  2000  255 235 225   0 0 1536 -1   0 0   0 -1
light  347   32960 -36672 -8192  4000  102 94 90   0 0 1536 -1   0 0   0 -1
light  259   38912 -40960 -14336  1500  255 235 225   0 0 1536 -1   0 0   0 -1
light  260   33280 -43520 -17408  1500  255 235 225   0 0 1536 -1   0 0   0 -1
light  9   44544 -45568 -2048  3000  102 94 90   0 0 1536 -1   0 0   0 -1
light  237   29568 -41216 -1024  1000  255 235 225   0 0 1536 -1   0 0   0 -1
light  235   29568 -42752 -48128  1000  255 235 225   0 0 1536 -1   0 0   0 -1
light  164   34560 -46208 -53248  2000  0 255 0   0 0 1536 -1   0 0   0 -1
light  138   33408 -54016 -47104  2000  102 94 90   0 0 1536 -1   0 0   0 -1
light  81   32384 -52128 -45980  500  255 235 225   0 0 1536 -1   0 0   0 -1
light  147   27904 -53856 -71680  700  255 235 225   0 0 1536 -1   0 0   0 -1
light  115   34176 -52992 -49052  700  255 235 225   0 0 1536 -1   0 0   0 -1
light  37   32384 -52992 -49052  700  255 235 225   0 0 1536 -1   0 0   0 -1
light  43   32384 -51584 -45980  500  255 235 225   0 0 1536 -1   0 0   0 -1
light  313   50176 -25344 -48128  2000  0 255 0   0 0 1536 -1   0 0   0 -1
light  285   40032 -25728 -60416  2500  255 0 0   0 0 1536 -1   0 0   0 -1
light  169   42048 -36864 -45056  9000  100 105 127   0 0 256 30   0 0   0 -1


Things worth mentioning:
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2917-18-58-59.jpghttp://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2922-16-16-82.jpghttp://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2922-16-37-37.jpg
I mixed things up with some colour. Don't shoot me, I think it really livens up the level; afterall it's meant to be a love hotel. Realistically who doesn't like this because it strays too far from the original idea should be playing in software mode. And if you look at these areas with colours, and then replace the lights with white ones, even the most diehard players would say it looks bland. To be fair though, these shots are the only places I really used them.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2922-14-24-32.jpg
Yep, this area is lit up by one giant spotlight. There's another biggie outside at the back, and the front, and I think two others somewhere, but there are a lot of point lights as well in areas where either more spotlights would REALLY bring the framerate down, or there would have been little benefit having shadows. I made a lot of use of softer, more ambiant lights in places where there were no ingame lights so it wouldn't be pitch black.

http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-2922-19-44-54.jpg
This is one of my favourite things of the lights in the level; the soft, almost moonlight coloured point light (and spotlight around the corner) really add to the atmosphere of a night map and boost the realism tenfold. If I made them brighter the shadows would be more apparent but I prefer it like this.

Comments or suggestions are welcome, I'm doing this for the community so if the community wants something so it will be :rolleyes:
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User is online   NightFright 

  • The Truth is in here

#192

Included with latest maphacks (see signature link). Thanks for this work! I will wait until all levels are done and check them all out in a row (*drools*). :rolleyes:
0

User is offline   Micky C 

  • Honored Donor

#193

Ok, I made a bit of a push over the past two days to do the last two levels: e3l3 Flood Zone and e3l4 L.A Rumble. That means that in terms of lighting, Episode 3; Shrapnel City has been completed, bar the secret levels. I might do Freeway later this week, but I'm not very familiar with it.

Random screenshots:
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3014-10-51-63.jpg The specular mapping is really starting to pay off.
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3020-03-14-62.jpg
I finally lit a huge area with a point light! People with weaker computers can finally play one of the levels yay! I think a reddish colour really brings out the walls in this level, and helps lend it a unique feel.
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3020-08-48-19.jpg
I put blue lights everywhere underwater. There are 3 different blue lights for different purposes in Flood Zone. One is the darker blue (pictured) which is used for normal water, a paler, whitish blue is used for underwater rooms where there would be lights, and a greenish blue is used for the plant infested area.
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3020-10-09-01.jpghttp://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3019-59-08-41.jpg
Bump mapping is also FTW, especially with the softer lights which help more to add contrast to the bumps.
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-11-3014-33-11-75.jpg
Looks better in motion, although not really, because the spotlight is no longer showing up in the same sectors as the helicopter (but ironically shows up at the edge of one a bit further away). Evidence points towards there being too many lights in the same sector, I'll have to fix that sooner or later but it's not high on my priority atm.


Edit: Well NightFright are you going to play through them all now or do I have to do Freeway first? :rolleyes:
Just make sure you have a decent computer, I didn't pull many punches when doing these levels, although Flood Zone and L.A Rumble mostly use point lights for the outside so they'd be easier (Flood Zone is mostly point lights actually)


Here's the code for anyone too impatient to wait for NightFright to add it to his signature:

e3l3 Flood Zone
light  217   37888 -28416 36602  2800  50 45 45   0 0 1536 -1   0 0   0 -1
light  230   34240 -47744 103680  400  255 235 225   0 0 1536 -1   0 0   0 -1
light  84   36352 -30976 35684  2200  50 45 45   0 0 1536 -1   0 0   0 -1
light  217   39936 -32896 44725  2800  50 45 45   0 0 1536 -1   0 0   0 -1
light  163   32288 -40160 52224  13000  150 140 180   356 267 113 50   0 0   0 -1
light  174   45968 -52992 564224  2000  60 60 255   0 0 1536 -1   0 0   0 -1
light  237   -20096 -33024 535552  3000  20 20 85   0 0 1536 -1   0 0   0 -1
light  209   -34320 -36864 576399  7000  20 150 255   0 0 1536 -1   0 0   0 -1
light  151   25056 -46208 96256  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  148   -14352 -40192 545792  3000  60 60 255   0 0 1536 -1   0 0   0 -1
light  184   -20624 -35728 556032  6000  150 150 255   0 0 1536 -1   0 0   0 -1
light  153   -22240 -41712 551936  7000  60 60 255   0 0 1536 -1   0 0   0 -1
light  151   26624 -46208 96256  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  207   -24320 -45312 538624  800  255 235 225   0 0 1536 -1   0 0   0 -1
light  176   -14928 -35136 524288  6000  150 150 255   0 0 1536 -1   0 0   0 -1
light  216   -31008 -42048 551936  5500  60 60 255   0 0 1536 -1   0 0   0 -1
light  64   -14848 -21760 498688  2500  255 235 225   0 0 1536 -1   0 0   0 -1
light  172   55296 -39680 490496  3500  0 255 0   0 0 1536 -1   0 0   0 -1
light  65   -14848 -25872 498688  2500  255 235 225   0 0 1536 -1   0 0   0 -1
light  172   51232 -39584 503808  6000  50 50 150   0 0 1536 -1   0 0   0 -1
light  173   53696 -42416 499712  3500  0 255 0   0 0 1536 -1   0 0   0 -1
light  220   31104 -36416 79872  1400  255 235 225   0 0 1536 -1   0 0   0 -1
light  236   28208 -35712 76800  3000  255 235 225   378 283 1920 -500   0 0   0 -1
light  153   -25136 -44192 519168  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  153   -23568 -44192 528384  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   25056 -46208 121856  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   26624 -46208 118784  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   25056 -46208 163840  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   26624 -46208 163840  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   25056 -46208 140288  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  151   26624 -46208 142336  1800  255 0 0   0 0 1536 -1   0 0   0 -1
light  67   -4736 -39264 564224  7000  60 60 255   0 0 1536 -1   0 0   0 -1
light  136   45696 -55424 524288  1800  255 235 225   0 0 1536 -1   0 0   0 -1
light  137   45696 -57728 524288  1800  255 235 225   0 0 1536 -1   0 0   0 -1
light  259   30240 -50912 35840  1000  255 235 225   0 0 1536 -1   0 0   0 -1
light  85   32512 -27392 36602  2500  50 45 45   0 0 1536 -1   0 0   0 -1
light  123   33920 -53504 24576  4500  255 235 225   0 0 1536 -1   0 0   0 -1
light  242   19840 -45952 42944  6000  100 90 90   348 261 768 70   0 0   0 -1
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light  151   25600 -45824 28672  12000  150 120 180   0 0 1536 -1   0 0   0 -1
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e3l4 L.A Rumble
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This post has been edited by Micky C: 30 November 2010 - 01:59 AM

0

User is online   NightFright 

  • The Truth is in here

#194

BTW, it's all included in the meantime, just in case you were wondering. :rolleyes:
0

User is offline   Micky C 

  • Honored Donor

#195

Should I do any other levels in other episodes? I had a quick look through episode 2, which was done by Roma Loom, and I felt that there were way too many dark rooms, as he only seemed to put point lights on doors and occasionally other places most of the time. He also got rid of all the SE 50s so there aren't any spotlights.

i.e, too many places are like this:
normal ambiant light:
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-12-0208-58-37-01.jpg
minimum ambiant light:
http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322010-12-0208-57-59-96.jpg

If TX's vision of replacing sector lights with dynamic lights (actually I'm not sure whether he meant the original levels or just new user maps) will ever come to fruition, episode 2 will have to be redone. But then I'd feel bad for redoing all his work which I'm sure he put a lot of effort into. Yet at the same time, episode 2 can really be livened up with some more colour, and with all the dark shades used, the lights should come off really well on the textures (i.e red lights would looks a deliciously evil blood red).
What does everyone think? Is it good enough as it is? I want comments dammit!

I also checked through episode 4 done by devestator, and it seemed decent enough. He made far more use of soft lights and spotlights than episode 1, and made the levels look really dark and spooky which is excellent, however some places were still unnecessarily left too dark IMO, but it's worth leaving.

If people are happy with episode 2, then the game can pretty much be considered done with lighting.

This post has been edited by Micky C: 01 December 2010 - 03:43 PM

0

User is offline   Tetsuo 

#196

I would like that vision of TX's to come to fruition someday especially after he has optimized the engine. But I guess what you have done is good for now and then later on as it gets more optimized more dynamic lights can be added especially to look better with ambient light turned down. I already play it that way myself but I also am still waiting for all the textures to be redone for polymer so they look their best. But already with what has been done so far (and I've noticed a few more redone textures have been added to SVN recently) and the new maphacks it's looking better and better all the time.... that's my opinion.
0

User is offline   Roma Loom 

  • Loomsday Device

#197

View PostMicky C, on Dec 2 2010, 12:51 AM, said:

Should I do any other levels in other episodes? I had a quick look through episode 2, which was done by Roma Loom, and I felt that there were way too many dark rooms, as he only seemed to put point lights on doors and occasionally other places most of the time. He also got rid of all the SE 50s so there aren't any spotlights.

I can send you the maps for ep2 with SE sprites, so you can just alter and add new lights to the existing ones if you like.

This post has been edited by Roma Loom: 01 December 2010 - 10:24 PM

0

User is offline   Micky C 

  • Honored Donor

#198

Wow, thanks Roma. That's definitely a huge help as it not only saves time, but some of the stuff you have in there is already pretty good, and I'm not just saying that :rolleyes:

I'll start episode 2 next year after I come back from holidays. Perhaps when I'm finished, or earlier, I'll upload all the maps with the SE sprites so that they can be edited down the line for things like hardcoded light switches and other unforeseen advancements. I'll send Devestator a pm regarding that.
0

User is offline   Micky C 

  • Honored Donor

#199

When I said I'd start next year, I lied. Here's e2l9 Overlord, most of Roma Loom's work is untouched, but a lot has been added. Play through and be amazed, I really like some of the stuff I did with this, while I'm not sure about other stuff (red next to green reminds me too much of rose bushes)

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0

User is online   NightFright 

  • The Truth is in here

#200

Included with latest maphacks. Redownload if needed.

This post has been edited by NightFright: 03 December 2010 - 02:43 AM

0

User is offline   Micky C 

  • Honored Donor

#201

My present to Plagman, e2l1 Spaceport. Now I really can't do any more levels for the next one and a half months, so I hope people enjoy these in the meantime.

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This post has been edited by Micky C: 03 December 2010 - 05:18 AM

0

User is offline   Roma Loom 

  • Loomsday Device

#202

I have played e2l9 and saw only few new lights, but looking at maphack I see like ~80 new lights.. this is strange. Also I don't really get the origin for two green lights at the bottom room where lostof Ooz Filters reside. You blow the filters and there are two green spots which look really out of place...
0

User is offline   Micky C 

  • Honored Donor

#203

I played through Overlord again and the lights are all there. It looks like there are less lights than there actually are because in certain places I chose to use lots of smaller lights instead of one big light in order to prevent the colours from bleeding out to areas where they'd look out of place. For example, in the room where you first surface, there are 8 red point lights, and 8 blueish point lights. Another thing is that I also used lots of extremely faint point lights in order to stop places from looking pitch black, while still looking incredibly dark, lights in the order of (10,10,10). When it comes to the origin of lights, it's pretty clear that the original mappers didn't put as many physical lights in as they would have if each one were to be omitting its own light, this calls for the need to put lights where there are say, no light textures around, but also for decorative purposes such as the small green lights in the room with the waterfalls, and the green spotlight behind the battlelord so that you know it's there beforehand.

I'll definitely admit that the overlord arena is hard to know what to do with. I ended up putting two green spotlights opposite eachother, and two similar red spotlights at the other two ends, with one behind the door. I left the lights you put in (made them a bit bigger though), and added some yellow ones to the giant cannon attacking earth outside, and to the targeting monitor. As for the arena itself, I'm open to suggestions to rework it. There probably should be spotlights somehow though.

Here's the video playthrough for those who want to see what it looks like or compare it with their own playthroughs for whatever reason. You might need to wait for it to process through: http://www.youtube.com/watch?v=TS4HdowvG7U...e=youtube_gdata
Edit: it's a bit slow at first because I didn't preload map textures.

This post has been edited by Micky C: 03 December 2010 - 02:52 PM

0

User is offline   lawl 

#204

Where can i download the newest files of this mod ?^^
0

User is offline   LeoD 

#205

http://forums.duke4....&showtopic=2251

The Polymer HRP and maphacks from Nightfright's sig are currently on par with the SVN contents but might not be updated with every upcoming SVN addition.

This post has been edited by LeoD: 09 December 2010 - 09:06 AM

0

User is offline   Geoffrey 

#206

I don't have the chance to play Duke that often, but I would like to say thanks for posting all those screenshots :D At least I can be semi-up to date now!
0

User is offline   Micky C 

  • Honored Donor

#207

Finally appreciation for all the work put into taking and uploading all the screenshots, thankyou :D

In a month or so I'll get back to working on episode 2, which probably has priority over my own map in terms of importance. Until then I'm having extreme difficulty not writing this is French :D
0

#208

Fantastic work here peeps. if I wasn't a software mode man through and through (and if I had a good enough computer), you could bet your ass I'd be downloading and trying these out. Reminds me very much of how the Doomsday port transforms the game into a colourful well lit environment.
0

User is offline   Micky C 

  • Honored Donor

#209

Thanks trencheel303! Comments like that really make all the effort worthwhile :P

I'm motivated and ready to jump right back into finishing off episode 2 when I return home in 2 and a half weeks. I'll pump out level 2 in a day just to jumpstart things :P
0

User is offline   Night Wolf 

#210

One of the things about the lighting that bothers me is that blue lights have been added to the water... last time I checked water doesn't glow blue :)
also some of the colours are just too "fluro" for the enviroments they are in, simply they look out of place being too colourful.
some lights look fantastic while some still need some work imo.

This post has been edited by ozz: 08 January 2011 - 01:52 PM

0

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