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Comment History  (0 - 30 of 70)
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Hard to say. Relite places lights based on reading brightmaps and applies color based on reading flats & textures. The way light is dispersed and baked is improved (also includes directional lighting), and performance is better than Relighting. There are no limits on size or shape of sectors or sprites; all this is universally applied to a map.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Relite has a new lighting scheme and significant performance improvements. It does work best with a lightmaps mod. Thanks for the comments!!

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Not necessary. The mod already includes a Python script to create shadows for Voxel Doom and other mods animating models with sprite frames. ZScript can't create assets, so it is necessary to add additional sprites for these shadows.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ Relighting

Thanks!
Not sure what's happening there. This mod doesn't do anything with skybox textures. It could be the shader - you could try disabling that.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Thanks for commenting. It doesn't read HD textures yet. BD 21 already has brightmaps for textures, although I don't think that matters. What is "glitchy?" (Curious.)

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Thanks!! The biggest fps boost may be a 3x3 thinker grid that significantly reduces lightsource iterations for shadow generators. Simple but effective.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Sorry no because of legality. These are still original sprites, although modified. It's terribly easy to use Python and simple to install; no programming is required. I plan to revise the included instructions.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Water no longer does that, and really has a very dull brightmap. The problem was not accounting for PNG scanline filtering, which has been fixed.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

It should, yes

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Thanks! Voxel Doom (and any 3d models based on sprite animations) need to have blurry shadows created by the included rlassets Python script. This creates a .pk3 of the assets and the needed ZScript files for the mod. Takes a few seconds once everything is installed.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.2a

See issue below. This version ignores PBR etc. textures but may try to read a sprite PNG depending on the GLDEFS file of another mod. This is not related to bmplustextures, which matches IWAD/WAD textures.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.2a

Note that you can try commenting out 'add_decorativelights();' in hd_relite_Events.zs. There is a bug where the sprite namespace isn't checked before loading an LMP file. That will be fixed for the next version.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.2a

You'll need to run the rl_assets Python utility that comes with the mod or just turn off shadows on the Options menu. This utility creates blurry shadows that work with any mod using sprites for animation frames, including Voxel Doom and other model-based mods. It substitutes the new sprites for those in the DECORATE lumps. It's easy and looks amazing.

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.2a

This version should ignore PNG files that are not sprites (a bug) or brightmaps. What texture packs are you getting errors with? I'll check it out.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.1a

No worries. Next version will have improved visuals and performance (particularly in Sigil).

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.1a

Dynamic lights need to be enabled. A brightmaps mod should be added, such as bmplus_textures or SBrightmaps.

Dynamic lights attached to flats and textures add light, but it also lightens and colors walls (light baking).

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Wow! Thanks! I appreciate your comments.

I'm adding color analysis of PNG files. This will let users add a custom image list as light sources and expand the mod's use, since it is currently limited to brightmap mostly for Doom. Should be ready for next release.

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.0a

Thanks!!

ZScript can't create assets, a limitation I suppose. A problem with distributing them might be legality of distributing proprietary modified assets. I haven't checked into that.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.1a

Standalone, although Relighting does a few more things such as reflections. ReLite doesn't have any limits and takes a different approach to light baking and shadow generation that is faster.

Texture lighting depends on texture brightmaps, which are limited pretty much to Doom, so ReLite is more specialized than Relighting.

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.0a

In the rl_assets folder is a readme.txt with instructions. This involves installing Python, a few Python dependencies, and running the rlassets.py script to create what is needed. It's pretty straightforward and very fast.

I haven't updated the readme recently, but if you run python rlassets.py from the command line you'll get the latest. It is now possible to create a pk3 of blurred sprites and change a copy of ReLite to match.

Once the blurred sprites and ZScript files are available ReLite uses those assets. Voxel Doom and other models based on sprite animations (this includes the sprites as well) will use the blurred assets for shadows.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.0a

Any game running in GZDoom except for Strife. It works best with texture brightmaps.

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.6.0a

Thanks! An upcoming patch will add other flashlight mods. Only flashlight++ works at present.

Note shadows are also pitched and so react to crouching with a flashlight.

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

They do similar things but generally run separately and shouldn't cause issues. I'd have to see the error.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

What error did you get?

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.5.2a

Sprite shadow fix in a few days!

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.5.2a

Thanks! The shadows sometimes won't line up because of a Z-sorting bug in GZDoom that puts a FLATSPRITE actor (in this case the floor shadow) on top of a regular sprite.
Otherwise I see another issue that may be what you're referring to... working on that!

Good karma+2 votes
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Some of those screenshots are from a pre-release alpha, and that accounts for the extra darkness. I expect to make some tweaks to this.

UPDATE: 0.6.0a fixes this with "bias lighting."

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.5a

No reflections, no dynamic sector lighting, no shader, and dynamic lighting is only added to flats and textures based on brightmaps. There are also no restrictions based on sector area, number of sprites, size of sprites, etc.

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ ReLite

Try the latest dev build

Good karma+1 vote
HeyDoomer
HeyDoomer - - 70 comments @ relite 0.5a

What errors?

You can try the latest dev build of GZDoom.

Good karma+1 vote