Monday, April 27, 2009

MHColour 2009 Update 11

I think I'm really really close to done now. I have a set of LIT files for all of ID1 which appear viable, and which don't seem to have any issues with anything anywhere. So far I've done a run through all of e1 and good chunks of e2, e3 and e4 with solid results. There is some small colour balancing left to do, which is more of a finishing touches thing, just putting on the final coat of polish, rather than absolutely essential. Tomorrow (evening, GMT) looks on for a release!



I'm going to release a full LIT pack for ID1 together with the program and source code, and I'll be posting it on QuakeTastic (so that everyone can get it easily) together with announcements on OuakeOne and Inside3D. If anything happens to delay it I'll announce so here.

One remaining bug is to do with Hipnotic rotating brushes (why did it have to be Hipnotic again?) Depending on the brush orientation they don't seem to light correctly, so no colour at all is picked up by some faces. I'm not even remotely familiar with the horrible hacks they used to get these working, aside from knowing that they were horrible hacks. I'd still like to find a solution that might be at least sorta-kinda-workable here, but it won't hold up the ID1 release.

Rogue should work fine, as should any other mod that keeps things sane and sensible.

Regarding the program, the source code is an utter utter mess; not even remotely pretty. You have been warned. A major improvement could be made by switching it to C++ and building classes around some of the stuff in it, but other messy areas might be terminally so. There's a mixture of standard light.exe code, some of the brush model loader from the engine, R_RecursiveWorldNode is even in there, and a lot of stuff of my own that evolved organically and was removed and rebuilt many times over. Bring goggles.

Typical time to light an ID1 map is from 5 to 15 seconds, some take slightly longer (I think e3m1 is the big one, owing to all the slime surfs which need to be subdivided to generate light points), some shorter (dm1 runs in a second or two).

There are no hard-coded limits on map sizes in this.

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