Pic of the day!
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To get this type of lightning, set bits per pixel to 32 in the video menu, then bring down the console and type the following commands one after the other:
gl_combine 1
cl_decals 1
r_shadow_help : this help
r_shadow_bumpscale_basetexture 4
r_shadow_gloss 2
r_shadow_gloss2intensity 1
r_shadow_realtime_world 1
Then start one of the bloodbath maps (bb1 to bb6). Those seem to have rtlights and lits .
gl_combine 1
cl_decals 1
r_shadow_help : this help
r_shadow_bumpscale_basetexture 4
r_shadow_gloss 2
r_shadow_gloss2intensity 1
r_shadow_realtime_world 1
Then start one of the bloodbath maps (bb1 to bb6). Those seem to have rtlights and lits .
well, i guess i'd better try it. one thing that worked for now was bumps showed up in dynamic lights (like flares, napalm etc.) attempt to swith into realtime lighting usually end up in SLOOOOOOW (even comparing to tenebrae!) and extremely BRIGHT textures...
BTW, i draw several BUMPs and continue to draw them on my job (i work with photoshop a lot). so i'd better upload them and add details and glosses and... s***. and maps. well, textures are needed too right?
BTW, i draw several BUMPs and continue to draw them on my job (i work with photoshop a lot). so i'd better upload them and add details and glosses and... s***. and maps. well, textures are needed too right?
Well. I'm working on bumps slowly. I work on maps at home (too much concentration) and on bumps on my job between other photoshop needs.
but i need to see what i'm doing. I'll try commands mentioned above and if it works - expect a lot of bumps in the near future.
regarding Hi-res textures. My collegue stated that he can help with that. he has a lot of work and TF has a lot of textures so don't expect a strong flow, but he's willing to help. I need to figure out some things thoguh. like pixel dimensions of new textures - they are the same or bigger? and if they are bigger - how we don't loose texture offsets in the maps?
but i need to see what i'm doing. I'll try commands mentioned above and if it works - expect a lot of bumps in the near future.
regarding Hi-res textures. My collegue stated that he can help with that. he has a lot of work and TF has a lot of textures so don't expect a strong flow, but he's willing to help. I need to figure out some things thoguh. like pixel dimensions of new textures - they are the same or bigger? and if they are bigger - how we don't loose texture offsets in the maps?
The width and height should be a multiple of the original, ie *2 or *4. Say the original is 160*120 then you could make the new one 320*240 or 640*480. Of course larger textures are better. Texture offsets are not lost.-ED wrote: regarding Hi-res textures. My collegue stated that he can help with that. he has a lot of work and TF has a lot of textures so don't expect a strong flow, but he's willing to help. I need to figure out some things thoguh. like pixel dimensions of new textures - they are the same or bigger? and if they are bigger - how we don't loose texture offsets in the maps?
Regarding texture offsets. What I meant was: say I have a door 64x128. I put it on door 64x96 and scaled...Now I have a hi-res 128x256. First, will 64 be VISIBLE as 64 or half of 128 and will 96 (scaled 128) become respectively scaled 256. Just to figure it out exactly, coz stones and bricks are not very important in Blood and TF...
Second I figured out several things by now. First (at least the beta I have) DP seems to work slower than Tenebrae (i need to check this though, so don't take it tooserious).
And the most important - DP in realtime lighting mode doesn't understand sky-lights (set in map properties) and totally messes up lights with changed fading or attenuation formula. In the end e4m1 (somebody said they like the lighting some time ago) looks like hell. outdoors are pitch dark, insides has a VERY bright and SLOOOOW lights and total mess on the screen. Is this planned to take over sometimes? I recently changed many of the lights using sky-lights and fading/attenuation numbers. in normal mode it makes lesser lights with more qualityand - what is most important - more mood.
Second I figured out several things by now. First (at least the beta I have) DP seems to work slower than Tenebrae (i need to check this though, so don't take it tooserious).
And the most important - DP in realtime lighting mode doesn't understand sky-lights (set in map properties) and totally messes up lights with changed fading or attenuation formula. In the end e4m1 (somebody said they like the lighting some time ago) looks like hell. outdoors are pitch dark, insides has a VERY bright and SLOOOOW lights and total mess on the screen. Is this planned to take over sometimes? I recently changed many of the lights using sky-lights and fading/attenuation numbers. in normal mode it makes lesser lights with more qualityand - what is most important - more mood.
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
The rtlighting process is somewhat different from the standard lighting setup.
Glaringly bright lights are caused because, while the game reads RGB values as a decimal between 0 and 1, the editors set RGB values on a scale of 0-255. Other values need to be adjusted, such as the radius of lighting, which is effectively brightness control. Values higher than 1 will result in (unnecessary) FPS slowdown.
I have gone through and edited some maps, creating an rtlights file; to get the most out of this lighting method every map would have to be gone through and modified. Fortunately this is something that pretty much anyone can do, and doesn't require mappers going and redoing all the lighting unless they want to. Note: the rtlights lights are independant - you can delete all the lights and redo the room from scratch without affecting the precompiled light values.
This lighting method is not planned to "take over" as the primary method. It is there to be used however, and it can be taken advantage of to spectacular effect.
Glaringly bright lights are caused because, while the game reads RGB values as a decimal between 0 and 1, the editors set RGB values on a scale of 0-255. Other values need to be adjusted, such as the radius of lighting, which is effectively brightness control. Values higher than 1 will result in (unnecessary) FPS slowdown.
I have gone through and edited some maps, creating an rtlights file; to get the most out of this lighting method every map would have to be gone through and modified. Fortunately this is something that pretty much anyone can do, and doesn't require mappers going and redoing all the lighting unless they want to. Note: the rtlights lights are independant - you can delete all the lights and redo the room from scratch without affecting the precompiled light values.
This lighting method is not planned to "take over" as the primary method. It is there to be used however, and it can be taken advantage of to spectacular effect.
Did I understand it right? I can create a special file (like lit for color lightings) but for realtime mode?
If that what it is - than it's cool! I'll do my best to add these things to the maps, since personally I like realtime a lot and it is a hugeplus.
The only downside of that is textures. In many cases even bumps don't help a lotsince many of the textures have pre-drawn shadows. And in level they look strange - one shadow falls against the light andis clearly a graphical and the other is OK shadow from bump...
may be we?... err. If somebody takes over retexturing things (i'll pass that to my friend who wanted to help too) probably it would be possible to have shadows in textures on SEPARATE layers, so that they can be switched off easily. Than we could have a different texture pack for bumps and realtime lighting... well, later for that anyway...
If that what it is - than it's cool! I'll do my best to add these things to the maps, since personally I like realtime a lot and it is a hugeplus.
The only downside of that is textures. In many cases even bumps don't help a lotsince many of the textures have pre-drawn shadows. And in level they look strange - one shadow falls against the light andis clearly a graphical and the other is OK shadow from bump...
may be we?... err. If somebody takes over retexturing things (i'll pass that to my friend who wanted to help too) probably it would be possible to have shadows in textures on SEPARATE layers, so that they can be switched off easily. Than we could have a different texture pack for bumps and realtime lighting... well, later for that anyway...
I meant that when re-drawing texture in photoshop (all use it right?) shadows in textures (like ones from detailing etc.) be drawn on separate levels. So that first you save a copy of full textyre, than turn off shadows and save copy for realtime lighting. sorry for explaining pretty obvious things... if these are not that obvious - I can write about it - my 6 year photoshop and corel job gave me a lot of experience!;)
http://www.mypse.de/files/textures.tar.gz A little example on how it works. Not my textures, though.
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
I'm glad someone else has had this idea! As I'm not a texture artist I wouldn't be able to create anything to show off (aside from actually modelling textures), but I had thought that it might be possible to keep the shadow information in a seperate layer in Photoshop (or program of choice), so that those who wanted rtlighting could grab the ones without the inbuilt shadow info - that of course would be provided by the bump/normal maps, while those who simply wanted better textures could have them. Well, it does get a little complicated managing two sets of high-detail textures, but it's something to think about. At the least, I would like to see something usable with rtlighting; the only reason BB3 turns out fine with bump maps is because the textures were redone by frightfan some time ago.-ED wrote:I meant that when re-drawing texture in photoshop (all use it right?) shadows in textures (like ones from detailing etc.) be drawn on separate levels. So that first you save a copy of full textyre, than turn off shadows and save copy for realtime lighting. sorry for explaining pretty obvious things... if these are not that obvious - I can write about it - my 6 year photoshop and corel job gave me a lot of experience!;)
And yes, the rtlighting info is contained in a seperate file. It is created when you enter the realtime editing mode ingame.
Nice help: r_editlights_help-ED wrote:I'm glad too!
Can anybody go into a little more detail on that? If that what is needed to fix lights - I UTTERLY need to know how it all works.
Thanx in advance.
enable realtime editing mode:
r_editlights 1
spawn new light:
r_editlights_spawn
edit some properties (you can see effect immediately!):
r_editlights_edit color 0.8 0.8 1
r_editlights_edit radius 250
moving around:
r_editlights_edit movex 20
r_editlights_edit movey 10
r_editlights_edit movez -20
nice corona-effect for light:
r_editlights_edit corona 1
save changes:
r_editlights_save
reload from file:
r_editlights_reload
I have made a rtlight-file for crypt.bsp (nice map - dark and evil). Whom can I send it to if anyone is interested?
Savage