By "normal maps" you mean the texture stuff or, like, the non-WT version of the older episodes?
In the latter case, you may want to take a look at this.
How to play Duke Nuken 3D: World Tour in Raze
Moderator: Raze Developers
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Re: How to play Duke Nuken 3D: World Tour in Raze
If this is about the renderer:
The new renderer is not quite there yet. For WT we also face the problem that many of the light definitions seem to be inside the WT EXE where they cannot be accessed. So replicating the original look may be a bit hard.
The new renderer is not quite there yet. For WT we also face the problem that many of the light definitions seem to be inside the WT EXE where they cannot be accessed. So replicating the original look may be a bit hard.
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Re: How to play Duke Nuken 3D: World Tour in Raze
That doesn't seem to be the case?Graf Zahl wrote:For WT we also face the problem that many of the light definitions seem to be inside the WT EXE where they cannot be accessed.
The Battlelord wrote:The weird part is that WT came out in 2016 but, eduke32's revisions even older than 2016 ones, will use WT lights as well, so it really depend on the engine or the maps?
Phredreeke wrote:The WT maps were done in Mapster32. The maps themselves have data for dynamic lights embedded in them (compare the file sizes of the WT and Atomic Edition versions of the maps, you'll find the WT version consistently larger)
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Re: How to play Duke Nuken 3D: World Tour in Raze
Yes, indeed, you are right. They use sector effector type 49 mostly which is marked "point light",