Comments (6)
The force field being wrong in Q2R is something I'm hoping to fix in a patch.
Re-lighting existing Q2 maps is not something I've really been focusing on development-wise, especially since ericw-tools relies pretty heavily on the intermediary .texinfo.json file for proper handling of all surfaces. It's possible it's just busted. There's a new version of arghrad that supports lit warps, that might be better for you to try if you're wanting to maintain the old look, because ericw-tools' lighting is very different than arghrad/vanilla qrad3.
from ericw-tools.
Arghrad202 with -lightwarp seems to give the best results, thank you for the recommendation. Might result in a bit brighter of a map, but there's only so much you can do without the .map file.
Should I close this as Not Planned, or leave it as a "maybe when time permits" bugfix?
from ericw-tools.
You can leave it up, but I can't guarantee we will ever be 1:1 parity with arghrad heh
from ericw-tools.
The fullbright does look like a bug to me, I'll check it when I get a chance. In some cases, Q2 maps lit with our tools are pretty close to the classic tools.
Assuming this is the original bsp in question? http://tastyspleen.net/~quake2/baseq2/maps/risc1.bsp
I'd like to make the default look closer because it was more or less accidental but we'd have to have different "light profiles" at the command line if we change it too much.
from ericw-tools.
I think the problem with the map is the option - "light" was set to "200.000000" (from map) -
from ericw-tools.
I think the problem with the map is the option - "light" was set to "200.000000" (from map) -
You're right, this is what's causing it to be completely fullbright.
Original Q2 tools:
_minlight
worldspawn key used 0..2 scale (see: https://github.com/id-Software/Quake-2-Tools/blob/master/bsp/qrad3/lightmap.c#L1254C49-L1254C58 )
Arghrad:
light
worldspawn key, used 0-255 scale (see: https://www.bspquakeeditor.com/arghrad/globalpost.html#ambient)- this was also additive minlight
The problem is we treat light
and _minlight
as aliases, and use the 0-255 scale in Q1 mode and 0-2 scale in Q2 mode, which clashes with the scale used in arghrad.
Not sure what the best option is here, we could ignore the "light" worldspawn key in Q2 mode.
Aside from that I was able to get a pretty close match for the existing lighting with the following command line:
-surflightscale 0.25 -light 0 -emissivequality high -path "D:\SteamLibrary\steamapps\common\Quake 2\rerelease\baseq2" "C:\Users\Eric\Downloads\risc1.bsp"
Original bsp:
from ericw-tools.
Related Issues (20)
- Styled lights dont work In Quake 2 HOT 3
- Environment gets brighter with switchable shadows and bouncestyled HOT 1
- Switchable lights (start off) cast false light on 1st map load HOT 2
- Alpha textures don't cast shadows anymore on Alpha 2 release. HOT 5
- Quake 2: Surface Lights no longer emit light on Alpha 3
- [Feature Request] Support Multiple Region Brushes HOT 2
- Embree 4.3, problem building on Mac OS Sonoma (14.1.1) M2 HOT 3
- [FEATURE] Hexen 2 to Quake 1 .bsp conversion ? HOT 5
- [Feature] Checkbox for disabling light in lightpreview
- [bug] `viewpos` - `setpos` inconsistency HOT 1
- 31 character texture name length limitation relative to basedir, anything beyond that is silently discarded HOT 6
- q1: Too much light with multi-light-bounce and splitturb (2.0.0alpha4)
- The LMSHIFT lump is not generated in 2.0.0-alpha4 HOT 1
- -bouncedebug doesn't work. Result all black
- -tex_saturation_boost changes texture overall brightness.
- Textures issues with the new compiler HOT 11
- Phong does not seem to be working right. HOT 4
- _surface_radiosity missing from docs
- relative lip requirements HOT 2
- Special texture for decompiled output? HOT 3
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from ericw-tools.