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I used to do a bit of mapping back then (nothing that survived to this day, thankfully); as I recall, practically nobody used official map compilers. As it ofte
by homebrewer 8mo ago
I used to do a bit of mapping back then (nothing that survived to this day, thankfully); as I recall, practically nobody used official map compilers. As it often happens, the community wrote replacements that were much faster for debug "-O0" builds, and generated lightmaps of a significantly higher quality for the release "-O2" builds.
It was either ZHLT or VLHT, or something like that; looks like more alternatives have been written since then.
https://gamebanana.com/tools/5391 https://gamebanana.com/tools/5391
https://github.com/seedee/SDHLT https://github.com/seedee/SDHLT
- trashb 8mo agoThe lighting is one of the main area's that really improved a lot. For standard Q1 mapping ericw tools [0] is great (the page has some nice previews). This project seems to use Nuclide for building which by default uses vmap compiler [1][2]. Which is really Q3 but I think FTE handles that well internally as the newer format has some more modern features. > Powerful BSP compiler. Use VMAP to bake levels like you're used to from similar engine technology, with high quality lightmaps, cubemap-based environment mapping and adjustable vertex colors on spline-based meshes. [0] https://ericwa.github.io/ericw-tools/ https://ericwa.github.io/ericw-tools/ [1] https://developer.vera-visions.com/d4/d50/radiant.html#autotoc_md980 https://developer.vera-visions.com/d4/d50/radiant.html#autot... [2] https://github.com/VeraVisions/vmap https://github.com/VeraVisions/vmap
- keyringlight 8mo agoThere was a similar path with Unreal3. The early games (2006) lighting looks quite harsh by modern standards, one of the highlights of Mirror's Edge (2008) was DICE using third party Illuminate's "beast" lighting, then Epic moved to "lightmass" around 2009 with the public UDK toolset.
- jamesfinlayson 8mo agoThe Z from ZHLT ended up working for Gearbox Software.