BROS_ETT_311 wrote:The effect from this is simply amazing! Never seen reflections handled on this scale before and only in a handful of maps. I will say there is certainly a performance hit on wads like Project ReMap, though I suppose that's to be expected given the size of those maps. Either way, I'm loving the direction of this. Any plans to expand compatibility with other IWADS?
Thanks, it are some pretty.
I honestly haven't thought about compatibility with other wads, but that's certainly possible. Expansion can be handled a few ways:
Any number of textures can be added to text lumps in the main mod zip. There is no error checking to see if these exist in the current map. Currently I've added definitions for Doom, Doom 2, TNT, and Plutonia, as well as a few brightmaps that seem to be missing. It's possible to add Heretic, etc.
The other possibility, which may be more interesting, to to add definition lumps in a separate zip loaded before Relighting. That's also possible, since the mod finds the first lumps in the global namespace. For example, if you don't prefer my choice for a few colors or outside lighting, copy and paste
rl_flats.txt, rl_textures.txt, rl_reflections.txt, or
rl_gldefs.txt into a separate pk3 file, change whatever you want, and load this
before Relighting. The mod should choose those definitions. I haven't tested this, but that was my intent in writing this.
A map designer can also choose add those lumps to a mod and if Relighting is loaded after the mod it will reference those lumps, otherwise it's lighting as usual. Again the mod designer should be able to add just rl_reflections.txt, etc. The mod shouldn't read all lumps so named, only the first.