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Author Topic: Colored Lighting files for popular pk maps  (Read 888 times)
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5h17h34d
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« on: May 26, 2009, 08:08:27 PM »

Unzip these to your \painkeep\maps\    folder.

http://sh.stonks.com/files/test_lits3.zip    8mb
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Piras
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« Reply #1 on: May 26, 2009, 09:01:47 PM »


Thanks, downloaded and unzipped!  Smiley
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5h17h34d
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« Reply #2 on: May 26, 2009, 09:57:40 PM »

Some might seem harsh, if you don't like any particular one simply delete the .lit file that corresponds to the same map name.
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Predator
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« Reply #3 on: May 27, 2009, 01:10:59 PM »

I haven't tried your files yet but just out of curiosity - do those files make any real difference?
I mean if the mapper didn't add the _color key for light entities (and why would he since this feature was not supported in original Quake?) would there be any colored lights in the map after you produce the .lit file with hmap2? That would be strange. Huh?
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5h17h34d
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« Reply #4 on: May 27, 2009, 03:51:23 PM »

http://mhquake.blogspot.com/2009/05/mhcolour-next-release-requests.html

He made it look at the textures and light the surrounding areas based on that, this version has no controls but future versions will. Some of the lits turn out very bad, but some turn out really nice. Basically, its fake light. It adds an orange glow above lava areas and green above slime also.

Here's a good example, Thing's PKTS12, an ancient map:


Here's ukooldm2, shows how it sees lava (or slime and lights accordingly):


Here's an example where it backfires because the teleporters are made out of a lava texture:


BTW, the pkts12 lit is not in the zip, grab it here and put in your maps folder:
http://sh.stonks.com/files/PKTS12.lit

Here's a link to the actual executable app, but it also includes the pre-made lits for all id maps:
http://www.quaketastic.com/upload/files/misc/ID1_LIT_Pack_14th_May_2009.zip
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« Reply #5 on: May 27, 2009, 04:11:17 PM »

Ah OK, I'm not sure why I assumed you used hmap2 to generate the lits!  lol
That explains it.
What would be even cooler (but more time consuming) is adding some real colours to original maps, at least to some of them. Then we'd just recompile with relight option so bsp and vis data would stay untouched.
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5h17h34d
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« Reply #6 on: May 27, 2009, 04:24:45 PM »

I tried that with various light utilities to no avail. This one has it's quirks but some lits come out very nice. The worst one is sphinxwalk - for some reason it casts green light all over the place. The ones that came out funky I omitted from the zip.
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« Reply #7 on: May 27, 2009, 08:08:58 PM »

Unzip these to your \painkeep\maps\    folder.

http://sh.stonks.com/files/test_lits3.zip    8mb
Looks great! Makes me wanna play, and see how my scattered body parts look on all those purty 'new' maps.  Smiley
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« Reply #8 on: May 27, 2009, 08:35:06 PM »

Looks great! Makes me wanna play, and see how my scattered body parts look on all those purty 'new' maps.  Smiley

Shame PKA doesn't have chat bubbles for the dead guys heads.
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Big Bewley
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« Reply #9 on: May 30, 2009, 05:15:03 AM »

Thumbs Up

'Cept on the classic maps of course.  lol  I got to keep those old skool.  Smiley
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