Lightmaps

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PV
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Lightmaps

Post by PV »

I was wondering if it would be possible to create a patch that adds higher resolution lightmaps to the levels in DX.
That would look nicer, and I guess that's what this is all about, right? :P
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Post by Darkshade »

HDRI WOOT
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Post by Mr_Cyberpunk »

Damn it... I want to redo the levels SOOOO badly :(
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Post by Solid_Choke »

Mr_Cyberpunk wrote:Damn it... I want to redo the levels SOOOO badly :(
Well technically no one is stopping you...but yeah updated lights would go a LONG way to making the game look new again.
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Post by Mr_Cyberpunk »

Well i could but work needs to be done on the objects, for now they are more important.
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Post by Darkshade »

Cyber, I'ld do it with you in a flash. I'm dying to do it as well - so many things I'ld like to tweak and improve...
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Post by Mr_Cyberpunk »

Well lets look at it like this then. If you want to start a level texturing team just say the word, problem is how long it will take and our recent comitments to HDTP which is why i stoped doing it in the first place. It'd be great to do it thats for sure.
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Phasmatis
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Post by Phasmatis »

How on earth will you go about changing the lightmaps? They're made with the unreal editor, I may be wrong but surely the lighting is hardcoded and cannot be accessed without the source.
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Post by PV »

Phasmatis wrote:How on earth will you go about changing the lightmaps? They're made with the unreal editor, I may be wrong but surely the lighting is hardcoded and cannot be accessed without the source.
My idea was that you use UnrealEd to recalculate the lighting in the maps in a higher lightmap resolution, so the lighting will be more accurate. It has little to do with the actual rendering side of things.

I was wondering if there's a way to "patch" the new lightmaps into the maps, rather then to overwrite the maps entirely.
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Post by DDL »

As far as I know, there IS no 'lightmap resolution' variable in the Unreal engine that DX uses. I think you're thinking of more modern (um, and non-unreal) based engines.

Unreal is a straight "place lights, run raytracing, done' process. The only difference between UED1 and UED2 is that UED2 does the raytracing slightly better, but it still uses exactly the same unchangable system. Besides, you re-trace DX maps (made with UED1) using UED2, and the 'better' raytracing completely changes the feel of the map, since it was made in, and optimised in, UED1.

So you'd have to completely redo the lighting.
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Jonas
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Post by Jonas »

DDL wrote:So you'd have to completely redo the lighting.
Yeah but that'd be fun!

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Post by Mr_Cyberpunk »

Wouldn't it be easier to do it in UT2k4? My advice would be to wait till DX:Reborn is finnished to even think about that.
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Post by ThalesA7X »

good idea.
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