Hello! Romi here, the original creator of the .rtlight set that has been floating around for the last decade. As Gypsy has noted I rebooted my project with the initial intention of fixing some problematic areas. Once I got going things quickly turned into a full blown scrap and rebuild.
After almost four months of work and a couple of teasers, I have completed my new Quake 1 .rtlight set for the Darkplaces and FTE QW engine. I now need beta testers to run through and help catch any issues I may have missed and to help me address a few areas I simply need second opinions on.
All of the original single player levels are now ready to be be tested using real-time lighting effects.
There are numerous improvements compared to my old .rtlight set. In fact, much of the original work is no longer present. Some of the overall highlights include:
Removal of use of high intensity colors
A focused effort on maintaining and enhancing original lightmap shadow effects
Many high resolution cubemaps… handle it…
Large increase in light count per level (for details, not for brightness)
My goal for the project was for players to be able to run through the entire single player campaign, experience all of the benefits and effects .rtlight and per pixel lighting can bring to the table, and not feel like they are playing a different game.
The project is not finished. I will not call it done until I have gathered a variety of testers then implement their suggested changes and resolved any issues they come across.
Even though the files were created in the Darkplaces engine, I recommend FTE QW for the best single player experience (just the engine). Do take note that certain eye candy features (bloom, coronas) change the appearance of my .rtlight files and should be disabled for testing. My github has a mysettings.cfg that you can run to mimic the look you see in the screenshots.
For more information on the full beta (including specific points of interest and how to take part) check out my blogpost here.
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