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Author Topic: [Hak] ambient light and sunlight (light tools)  (Read 8109 times)
fromhell
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GET A LIFE!
**********

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« on: October 17, 2008, 08:55:16 PM »

one of the biggest flaws for mapping is the lack of these options that exist in improved light compilers like tyrlite
any improvement in the light compile tools for h2 are just 'colored lits' and nothing more

Maybe hmap2 can support this in the future but i'm not sure if lordhavoc is up to it Sad
« Last Edit: March 18, 2011, 06:06:57 AM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #1 on: October 18, 2008, 04:58:54 AM »

Just looked at the H2 source.

BSP files are exactly the same as Q1 (even BSPVERSION is same: 29),
however limit on PLANES was raised from 8192 to 32767, but strangely
the limit on LEAFS was lowered from 32767 to 8192.

If that is right, normal Q1 tools can be used to build and light/vis H2 maps
as long as they are not too big (too many leafs).
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epicgoo
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« Reply #2 on: October 18, 2008, 09:00:15 AM »

is it based on quake1?
darkplaces may work Smiley
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Stilgar
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« Reply #3 on: October 18, 2008, 04:02:18 PM »

I'm pretty sure from past experience that there's a slightly different .MAP format for Hexen 2 and that tyrutils didn't like it.  Maybe it depends on the utility used though, I am not sure.
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