Lighting will be done on the 2nd pass. 1st pass is for level geometry and texturing only. The 2nd pass will be a thorough sweep for adding items, enemies, doors, lights, scripting, triggers, etc. I haven't exactly advertised this as my plan, even though I have a Plan, and a List-of-Everything, in case you're curious ;)
usually lighting is baked into the map in quake based engine, however darkplaces does support rt-lights. i think you just toggle them on, but he can get more precise setting his own up i believe. (and even if he doesnt make them someone else could easily do it on their own.)
I may have colored lights eventually by using the rt-lights, but this is very very time consuming and is not going to be part of any alpha or beta builds.
Seeing the levels so well lit is a bit weird. :D
Do ypu plan to do real time lighting?
These are all WIP screenshots. Lighting has not been done yet. Patience grasshopper.
I know it. ;)
My question was what are your plans for lighting.
Lighting will be done on the 2nd pass. 1st pass is for level geometry and texturing only. The 2nd pass will be a thorough sweep for adding items, enemies, doors, lights, scripting, triggers, etc. I haven't exactly advertised this as my plan, even though I have a Plan, and a List-of-Everything, in case you're curious ;)
usually lighting is baked into the map in quake based engine, however darkplaces does support rt-lights. i think you just toggle them on, but he can get more precise setting his own up i believe. (and even if he doesnt make them someone else could easily do it on their own.)
I may have colored lights eventually by using the rt-lights, but this is very very time consuming and is not going to be part of any alpha or beta builds.