Hexen II Introduction Map using real-time lighting
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- Опубликовано: 6 фев 2025
- After finishing my Quake real-time lighting project I wanted to produce a preview of how .rtlight files looked in other supported games. This is a look at Hexen II's introduction using custom real-time lighting files. This video was shot using the FTEQW engine and the base Hexen II game files and textures. Enjoy.
Does this support SoC? It doesn't need too at base, I'm just experimenting with some projects using that so I'm curious how compatible your settings are.
Pretty cool! how do you manage to make the textures look like that? relief texture mapping?
FTE has a built in command called r_shadow_bumpscale_basetexture that applies a simulated bumpmap to the textures in the base game, it gives them a bit more depth but is not always accurate as it calculates darker colors as "deeper" back. I just wanted to use it in this video as it is one of the eyecandy perks of using .rtlights
I've never played it but 3:39 sounds great and 5:03 looks fun.
Hexen II is a game full of highs and lows, it can get very very dull at times, but it has some moments that are quite a bit of fun. I just wanted to show that rtlights can be made for other games than Quake, hopefully someone will pick up this project and create a set for Hexen II as I have done for Quake 1.
Pretty cool, will you release these?
This was a quick .rtlight file for Hexen II's introduction level to show that it could be done. My main project is for Quake 1, and I don't currently have plans to do anymore Hexen II levels. I would be more than happy to share my example to anyone interested in creating a set for H2.
@@rominikov2003 Could you please? I'm helping out with the development of a fork uHexen2 and we may be interested in developing support for this in the future.
Now we only need to have combat that's not boring as hell and puzzles that are not absolute total bullshit and this could turn into a pretty decent game.
There is a reason I never would create a full set for Hexen II, it loses its charm fairly quickly. I just wanted to show that real-time lighting could be done in other games.
The puzzles are great, but the combat really takes the steam out of them. There are some mods that can help, but they're not perfect.
could you pls give me some info on making rtlight files for quake
I have some information on rtlights4quake.wordpress.com/ but need to create a proper guide still.
Both the Darkplaces and FTEQW engines support .rtlight files, which essentially are coordinate, radius, color information for per pixel real-time lighting. You can use either engine to create your own files using the r_editlights 1 command in the console.
@@rominikov2003 thank you i'll try that