Fair enough, since this is all rather abstract thus far. I'll give it a go.cosmos10040 wrote: ↑Mon Sep 04, 2023 8:57 am Im struggling to understand the differences between relighting and relit, please explain in layman terms and also a short video / gif showing side by side. Either way it looks very interesting.
Relighting works with any mod, map, or game. It works as well in Strife as it does in Doom, for example. Performance varies depending on the map, and there are many constraints based on sector area, sector light level, and other user settings. One can pretty much make it look quite different with a few settings changed. I've taken that about as far as I want to.
Relit is a Relighting fork (think "Relighting Lite" - I might call it ReLite instead ). It works best with texture and flat brightmap mods. (RL, note, looks odd using these mods.) The only dynamic lights added are for wall textures. These effectively and (surprisingly) cheaply relight entire areas of the game, 2D bleeding and all. There are (so far) no limits.
Configuration is light to non-existent: don't add GLDEFS, there are no decorative light sources; don't add brightmaps, there are no texture lights or sector colors; don't add blurry shadows (this takes a few seconds to create, and I don't think I can distribute such modified assets), there are no shadows. Outdoor color is based on sky texture. Outdoor, missile, flashlight light sources are built in. That's about it. There are other things that can be done, such as sprite clipping and possible directional shadows, but those are just murky musings at present.
Hope that helps.