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

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#121

View PostMr.Flibble, on Jul 7 2010, 07:33 AM, said:

Why would I want to install that?

If you want the very latest HRP and map hacks all the time instead of having to download 300MB+ each time a new version comes out you would.
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User is offline   Devastator 

#122

The abyss is done. frankly saying it's kinda hard to light such big and narrow canyons and whole level came out kinda aerage, BUT the final showdown is f*cking awesome!
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#123

How do i download these maphacks :/
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User is offline   NightFright 

  • The Truth is in here

#124

Normally they are contained within the latest HRP snapshots you can download from my signature link. However, for your convenience, I have also compiled the latest maphacks in a separate build which is just a 258 KB download.
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User is offline   Master Fibbles 

  • I have the power!

#125

You are my hero, NightFright. :)
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#126

View PostNightFright, on Jul 8 2010, 11:34 AM, said:

Normally they are contained within the latest HRP snapshots you can download from my signature link. However, for your convenience, I have also compiled the latest maphacks in a separate build which is just a 258 KB download.

Thanks a bunch
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User is offline   Master Fibbles 

  • I have the power!

#127

I played through some (before I was interrupted half way through Red Light District) and I found something that irks me a little. I'm not sure if it is source code or maphack related though...

In the secret room on the LA Street in E1L1 the lights are square (correctly) like this:
Attached Image: duke0000.jpg

But then if you turn just a little, they become circular again like this:
Attached Image: duke0001.jpg



(As an aside, TGAs are not able to be uploaded here? Means I have to convert them to show the problem)
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#128

I have raised this issue before, so it is known. :)
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User is offline   Master Fibbles 

  • I have the power!

#129

I missed that post. :)
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User is offline   Plagman 

  • Former VP of Media Operations

#130

These 4 spotlights have a square lightmap that produces this window shadow effect. The way it works right now is that lightmaps are only projected when spotlights emit shadows. When you turn so that one of the windows is in view, more shadow-emitting spotlights will come into view (there's a big one outside and a few others), and if that makes you reach the shadow limit some of the window spotlights will stop emitting shadows and stop projecting their square lightmap, making them look circular like on your second shot.

In short, a quick fix is to raise your max shadow count through the r_pr_shadowcount cvar. At some point I'll change it so that spotlights can project lightmaps even when shadows don't get processed.
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User is offline   NightFright 

  • The Truth is in here

#131

I have just played through all Ep.1 maps for the first time with the new lighting maphacks, and the difference compared to the looks without them is really remarkable. I want to express my gratitude to Devastator for providing us with his great contributions which help to improve the atmosphere of the maps considerably, and I hope we can count on him to continue his efforts for the remaining episodes! :)
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User is offline   Night Wolf 

#132

Certain lights sources don't make sence ... for instsnace .. why does the slime sewage water cast light?
and there are rooms that don't have light globes that cast unatural light colours ...

for example...
shouldn't this area have more of a natural light colour from the night sky?
Posted Image


Having a green light source here also makes no sence... where would green light be comming from?
Posted Image

This post has been edited by ozz: 11 July 2010 - 02:13 AM

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User is offline   Geoffrey 

#133

Duke levels weren't designed with polymer in mind. Some places don't have light sources but were still lit in classic mode, so unlogical polymer lights had to be placed for the game to make sense at times. Your second shot illustrates this perfectly.

This post has been edited by Geoffrey: 11 July 2010 - 03:51 AM

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User is offline   Devastator 

#134

Thank you good sir Nightfright =)
2Ozz:
Well i always considered this sewage water radioactive slime =) so it shall emit green radioactive light.
Concerinig that corridor - i often use lights to accentuate architecture, and sometimes they are used in places where they shouldn't be.
"and there are rooms that don't have light globes that cast unatural light colours ..." - what?
I will surely review the whole level later, because it's still raw and i'm not very satisfied with rocket lighting. Also lighting looks completely different with classic textures, you should view levels with hrp textures.
Please post your opinions more oftenly, it's good to know the clear vision of other person. Thank you)

This post has been edited by Devastator: 11 July 2010 - 04:09 AM

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User is offline   Night Wolf 

#135

View PostDevastator, on Jul 11 2010, 10:03 PM, said:

Thank you good sir Nightfright =)
2Ozz:
Well i always considered this sewage water radioactive slime =) so it shall emit green radioactive light.
Concerinig that corridor - i often use lights to accentuate architecture, and sometimes they are used in places where they shouldn't be.
"and there are rooms that don't have light globes that cast unatural light colours ..." - what?
I will surely review the whole level later, because it's still raw and i'm not very satisfied with rocket lighting. Also lighting looks completely different with classic textures, you should view levels with hrp textures.
Please post your opinions more oftenly, it's good to know the clear vision of other person. Thank you)


Sorry Im not very articulate today...
what I ment is that some rooms are lit up with bright saturated unatural lighting ...
you can see in the second shot .. the green in the underwater tunnel ... this green is not a colour you would see in a natural enviroment...
why cant we add lighting like in E1L1?
it seems like you have used only little spotlights, why not use one big light to light up an area? That way the light could flow into other rooms aswell.



As for the slime being radioactive... that's debateable... even if it was radioactive...realisticly speaking, it wouldnt glow at all. :)
it might look better if it was a green that better matched the green colour of the slime, and maybe if possible make the light it emits more faint ...

but i dont know ...
im just curious to how a moden game would handle lighting...
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User is offline   Devastator 

#136

Spotlights slow down fps incredibly, of course their use could solve a lot of lighting tasks, but map would be hardly playable(expirience with 4th episode and stadium showed this very clearly). If Plagman will ever optimise polymer, i will with no doubt put such lights where they are needed.
Until then i have to stick to points. E1L1 with curent lighting is unplayable for me.
Desaturated calm colours will make realistic look. Saturated will make a juicy and vivid image... hm..

"im just curious to how a moden game would handle lighting..."-do not doubt, nothing is impossible!)
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User is offline   Master Fibbles 

  • I have the power!

#137

I had no problem playing E1L1. In fact, I haven't experienced any major slow downs. Maybe I'll go play the Stadium level and test that one out.
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User is offline   OpenMaw 

  • Judge Mental

#138

View PostMr.Flibble, on Jul 11 2010, 09:23 AM, said:

I had no problem playing E1L1. In fact, I haven't experienced any major slow downs. Maybe I'll go play the Stadium level and test that one out.


You're probably the exception to the rule.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#139

View PostMr.Flibble, on Jul 12 2010, 04:23 AM, said:

Maybe I'll go play the Stadium level and test that one out.

I think that maphack has been more optimised now from the one I made for it, I think Devastator made the lights look a bit more natural and removed a couple of the spotlights so it plays better than it did. :)
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User is offline   Rellik 

#140

Quote

Concerinig that corridor - i often use lights to accentuate architecture, and sometimes they are used in places where they shouldn't be.

Make me kinda wish you could maphack in some simple light fixture-type models so you would have logical light sources.

Something like adding in some street lamps to street areas, or utility lights to sewer areas, alien lights to ep2 levels, etc.
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User is offline   NightFright 

  • The Truth is in here

#141

The "Media" section of the HRP site now features beautiful Ep.1 screenshots showcasing Devastator's great work. Enjoy! :)
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User is offline   Master Fibbles 

  • I have the power!

#142

View PostCommando Nukem, on Jul 11 2010, 01:05 PM, said:

You're probably the exception to the rule.

What levels are causing slow downs? I could run through them.

I think the fact that I play 1024*768 windowed might contribute to the game running smoothly. I could go through and see what the FPS are exactly...but I haven't noticed anything noticeable as far as slowdowns in the (few) levels I have played.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#143

I think what ozz might have been getting at was to redesign the lighting of each Duke level to look more natural (hence the new lighting engine) instead of just replicating the old lighting (which looks a little sloppy and doesn't make sense in a lot of cases). I guess this is gonna bring up the same argument that the HRP went through. That is, do we stick to the cartoony nature of the original or alter the design to look more realistic?
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User is offline   Master Fibbles 

  • I have the power!

#144

I'm not sure if this is something known but it is something I've noticed:
Attached Image: duke0000.jpg

This happens with all of this particular sprite. This one is offset in the game (and I'm not sure why it was) so I'm not sure if the model was altered or if the maphacks for it have (not) been changed to match the model's offset.
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User is offline   Night Wolf 

#145

I've got to say... the revised lighting for episode 1 is great :)
The lighting isn't so intence now, it seems alot more natural, fits into the levels very well.
Good job!

E1L5 (abyss) still needs a bit of work though.
........

I noticed an area that could do with red lighting ... the secret area behind the cinema sign in E1L1

This post has been edited by ozz: 17 July 2010 - 12:23 PM

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User is offline   NightFright 

  • The Truth is in here

#146

Rather cosmetic suggestion, but anyway... ^^

It might come in handy if you added future definitions in this layout:

// LIGHTS (by Devastator)

light   1	750 29970	 127 2600 111 111 111 0 0 1536 -1 0 0 0 -1
light   5	566 32938  -23626 1700  61  61  61 0 0 1536 -1 0 0 0 -1
light  13   1262  2234	1792 1700  61  61  61 0 0 1536 -1 0 0 0 -1
light  39  -3182  8993   -4480 2400  85  85  85 0 0 1536 -1 0 0 0 -1
light  42  -1701 13103   -4736 4200  91  81  51 0 0 1536 -1 0 0 0 -1
light  43  -2984  4245   -5760 2700  51  51  41 0 0 1536 -1 0 0 0 -1
light  45  -5269  3398  -10752 1300 101  10   1 0 0 1536 -1 0 0 0 -1
light  53   6113 11494	1280 1400  51  51  51 0 0 1536 -1 0 0 0 -1
light  58  -4789   910	-640 1700 185  21   1 0 0 1536 -1 0 0 0 -1
light  64  -1653  1096	 256 2300 205 121 121 0 0 1536 -1 0 0 0 -1
light  70 -16708 36851  -83712 2300 140 140 140 0 0 1536 -1 0 0 0 -1
light  94 -24704 30264  -87168 1600 255 255 240 0 0 1536 -1 0 0 0 -1
light  99  -4442 34049  -23040 2600 157 125  88 0 0 1536 -1 0 0 0 -1
light 100  -2432 37120  -15104 1300 255 255 255 0 0 1536 -1 0 0 0 -1
light 103  -5545 36653  -19584 1500 187 158 160 0 0 1536 -1 0 0 0 -1
[...]


By sorting lights by number and lining them up in a row, changed values/added lights can be found more easily (besides the fact that it simply looks better). ^^
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User is offline   Night Wolf 

#147

I have a question ... not sure if this is the right place to post this but anyway.
in this picture for example, you can see that the areas that are supposed to lit red are orange...
the orange colour should be the exact same colour as the HUD red
in 8bit classic mode these areas are a deep red.

a while back I was just messing with something in the .Defs, that made the orange colour more red , but i had no idea what i was doing.

is there a reason why this is orange?
and could it be made a deep red like in classic 8 bit mode?

32bit/ 8bit
Posted Image Posted Image

In 8 bit mode the reds look great, and in 32 bit mode they look like a shitty almost transparent orange

This post has been edited by ozz: 17 July 2010 - 07:20 AM

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User is offline   Roma Loom 

  • Loomsday Device

#148

try opening "duke3d_hrp.def" and change the tint for pal 2 into this:

tint { pal 2 red 255 green 48 blue 0 flags 0 }

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User is offline   Night Wolf 

#149

View PostRoma Loom, on Jul 18 2010, 02:06 AM, said:

try opening "duke3d_hrp.def" and change the tint for pal 2 into this:

tint { pal 2 red 255 green 48 blue 0 flags 0 }


perfect! worked like a charm :)
shouldnt it be officaily be changed to this?
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User is offline   Roma Loom 

  • Loomsday Device

#150

done. Hope it will look ok in other maps aswell.
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