Bias Lighting for Heretic
"Bias lighting is the new lighting model being developed in the Doomsday 1.9.x series. It replaces the old DOOM, sector-based uniform lighting with per-vertex level lighting" (Doomsday Wiki)
I'm trying to make this type of lights for Heretic. It looks like this:
Currently ready Bias lighting for the E1M1-E1M3 maps. If anyone has interest for this:
1) Put ded-files from attachment in the Snowberry\Addons folder and activate these files in the Snowberry.
2) Run Doomsday and without starting new level - enabling Bias lighting feature in the console:
For a better experience I recommend using fog and high resolution textures.
And remember to turn off Bias lighting when not needed more:
http://dengine.net/dew/index.php?title=Bias_lighting
and this topic:
viewtopic.php?f=13&t=469
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For the Heretic & Doomsday fans - simple music slideshow from the screenshots with Bias lighting and more:
1) The executable file for Windows systems users (125Mb, high quality)
http://yadi.sk/d/YWSpxOte4I3BI
2) Video file in avi format (126Mb, 720p, H264/AC3)
http://yadi.sk/d/MIGLH6BH4KLdW
YouTube: http://youtu.be/erlQfLjHuCE
have fun!
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P.S. If you click on my screenshots and you can not see the text in English - please tell me about it. I'm not exactly sure, how this service works, and if it displays text not on the right language for you - I'll remove these screenshots.
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Last update: September 18, 2013
Heretic E1M1-E1M5 Fog Bias lighting v0.5 (jHeretic-Bias05.zip):
http://yadi.sk/d/b_JUjhJG9VUMd
I'm trying to make this type of lights for Heretic. It looks like this:
Currently ready Bias lighting for the E1M1-E1M3 maps. If anyone has interest for this:
1) Put ded-files from attachment in the Snowberry\Addons folder and activate these files in the Snowberry.
2) Run Doomsday and without starting new level - enabling Bias lighting feature in the console:
rend-bias 1
rend-bias-grid 1
3) Start E1M1 map.For a better experience I recommend using fog and high resolution textures.
And remember to turn off Bias lighting when not needed more:
rend-bias 0
rend-bias-grid 0
More information about Bias lighting in Doomsday Wiki:http://dengine.net/dew/index.php?title=Bias_lighting
and this topic:
viewtopic.php?f=13&t=469
**********************************
For the Heretic & Doomsday fans - simple music slideshow from the screenshots with Bias lighting and more:
1) The executable file for Windows systems users (125Mb, high quality)
http://yadi.sk/d/YWSpxOte4I3BI
2) Video file in avi format (126Mb, 720p, H264/AC3)
http://yadi.sk/d/MIGLH6BH4KLdW
YouTube: http://youtu.be/erlQfLjHuCE
have fun!
**********************************
P.S. If you click on my screenshots and you can not see the text in English - please tell me about it. I'm not exactly sure, how this service works, and if it displays text not on the right language for you - I'll remove these screenshots.
**********************************
Last update: September 18, 2013
Heretic E1M1-E1M5 Fog Bias lighting v0.5 (jHeretic-Bias05.zip):
http://yadi.sk/d/b_JUjhJG9VUMd
Comments
It would be interesting to hear any feedback you may have from a editor usability point of view. After my UI work progresses a little further I will start thinking about how to improve the various parts of the engine's UI (including the bias light editor).
It might be interesting to see if black or very dark bias lights could be used to imitate shadows...
Now to go off topic a bit:
Makes me wish Dday could add coloured sector lighting to maps without a user having to alter the maps themselves; every other visual feature Dday offers can be applied to any map without directly modifying it. It looks like some of the Bias lights PVS has placed are literally trying to colour whole sectors (also some of them look like they are attempting to mimic plane glows), rather than just acting as point based sources...
Something like:
Sector Colour {
Wad = ‘X’
Map = ‘X’
Sector = ‘X’
Colour { 1.0 0.43 0.8 }
}
I personally don't use fog.
how come this feature has been overlooked for so long?
cuz it makes the game look soooo much nicer
as some others said too, in a few points the lighting is a bit overly bright, but overall you did a brilliant job on these!
keep it up, i cant wait to see more bias lights you make and hope all of heretic can look as fancy as the first 3 maps some day
About Bias Editor. In my opinion, work in the editor is very easy and convenient. At this time, I do not know, what we need to add or change in him. I have a few small suggestions, I'll try to make them their later, and I hope - that other people also will be able to speak about the work in the editor.
On the count of my Bias Lighting example. If you are technically analyze the screenshots in my first message, I have to say, that these screenshots and based on them slideshow - made using a 1.9.0 beta1 engine version. Sorry, if I confused you, I use many engine versions in my small works. As far as I can see - using of this Bias light depends on many things: which textures package used, particle generators (for example - wall torches), the use fog and its settings, different settings in control panel, used engine version, etc. Only all together it creates its own atmosphere that each user can get different, depending on which add-ons and settings it uses. I think you understand it so, but it's easy to compare.
These screenshots show how the same Bias light definitions uses with different sets of textures and fog settings:
E1M1 Bias Light. [Textures1], [Textures2], [Without additions]:
E1M1 Bias Light + Fog. [Textures1], [Textures2], [Without additions]:
E1M2 Bias Light. [Textures1], [Textures2], [Without additions]:
E1M2 Bias Light + Strong Fog. [Textures1], [Textures2], [Without additions]:
An interesting result for the E1M1 level, where see a big difference in brightness on this map location - between the only texture pack. I've seen enough of these places even in the first 3 maps. In my opinion, the right yours atmosphere with Bias Lighting can only be create for individual sets of additions.
I created these Bias Lighting example definitions for Heretic using Textures1 and fog, and I saw, that with the other additions, the visual result will be different, than I was planning. With Textures2 may be normally, but without fog, absolutely true - it would be too bright, and may be not correct color. I was mistaken, when do not add the fog definitions, which I used. I include them now in jHeretic-Bias02.zip from attachment, can try again, if you have time. You can also get Textures1 here:
http://yadi.sk/d/q15WF8iv4P4jG
The only reason, that I show my not finished work example - was to have more information for people, who like me, did not know about Bias Lighting before. Looking at the screenshots and examples of definitions someone possible want to try create a new atmosphere for their favorite games.//img-fotkiyandex
as you can see....the hud dragonclaw shows up as pure white when fog is enabled
it is the only weapon which seems to do this, none of the other weapons have this problem,
and it seems to depend on the density of fog how white the weapon becomes.
i tried looking into the DEDs of the weapon and comparing it to DEDs from other weapons to see if i could find what about it was different which causes the dragonclaw weapon to show completely white, but i failed quite miserably at that, no matter what i tried the weapon continued showing up completely white
im using the JHRP 1.01, could someone please take a look at the dragonclaw hud and fix this for me?
i haveno clue if i use the same pack as the one found at addons of DD website, i think not.
so in case it isnt, let me include the pk3 from the dragonclaw i use: http://www75.zippyshare.com/v/36530053/file.html
how come only this weapon is affected by the bug then?
i expected it wouldve been a bug of the model, cuz only that weapon has the bug.
thanx for reply, ill wait for next release then in which this bug is fixed
anyways, just tried the new 853 build which was released earlier today...
much better, the issue is completely gone now that fog doesnt affect hud models
and it doesnt bother me at all that fog doesnt affect hud models
thanx for the update which fixed this skyjake
I do not know guys, whether you will like this "Town of shadows", but better - I can not make. Sometimes these shadows do not look realistic, but maybe it - Heretic mystical shadows?
i'll check it out later in-game and let you know what i think
i like them more then the ones in the current JHRP and inkub0's packs. think it looks silly that all water-surfaces now look like a thin later of water on top of bricks with those textures
http://yadi.sk/d/q15WF8iv4P4jG
For more detailed information about these textures - see Readme.txt inside the archive.
i personally like the water in that pack more since its closer to the orignal and it doesnt look like 'a thin layer of water on bricks' like the texture in the current JHRP looks like, which i think doesnt make sense at all.
there were some tiling problems with them though, but i made them seamlessly tiled myself.
if anyone wants them, here they are: http://www42.zippyshare.com/v/15509744/file.html
Showing so many screenshots I hope that someone interested Bias Lighting feature and he wants to try to create its own light or fix my examples. In the video below shows a simple example of the work in internal Bias editor, as you can easily create this lighting:
Doomsday: Bias Lighting Editor: http://youtu.be/5DE638Z1H2o
In this video shows the basic operations for the creation of two points of light from scratch, their installation, color selection, copy and color change. All operations are made manually using console commands, but we can binding special keys for this and the work in the Bias editor becomes an easy and convenient. Let me know if someone is interested, I'll try to help.
I have problem with forum upload attachment. Last Heretic Bias Lighting version now moved to the end of the first post of this topic.
looks good, looking forward to trying the new bias-lights in-game
.
@sirsinalot
sure, i uploaded them to my dropbox for ya
https://www.dropbox.com/s/07uwnkcrwmfs4 ... g.rar?dl=0
>Thanks, highly appreciate it!
Sorry to hijack this thread, but some of the other textures in the pack PVS posted don't tile properly so I'm attempting to fix them slowly.
MOSSRCK1 tile fix
MOSSRCK1 mossy
If anyone needed, here is the original, unmodified textures pack 2002:
https://yadi.sk/d/Dv8BlNbceybXk