Fake contrast in Hexen?
Fake contrast in Hexen?
Is it possible to enable fake contrast or smooth lighting while playing Hexen? Vanilla Hexen disables it entirely, but I thought it would be interesting to see how it looks with it enabled. r_fakecontrast doesn't seem to do anything in Hexen though.
- NeuralStunner
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Re: Fake contrast in Hexen?
Given how the lighting is in Hexen, it would look extremely terrible. Between the dark palette, detailed map lighting, and lightning effect, it wouldn't amount to much.
Though I'm unsure why "off" seems to be forced for Hexen's maps. Might be something to do with the old MapInfo format; For a new Hexen map with ZDoom MapInfo, I can change the contrast fine.
(For what it's worth, I think fake contrast looks extremely terrible in anything.)
Though I'm unsure why "off" seems to be forced for Hexen's maps. Might be something to do with the old MapInfo format; For a new Hexen map with ZDoom MapInfo, I can change the contrast fine.
(For what it's worth, I think fake contrast looks extremely terrible in anything.)
Re: Fake contrast in Hexen?
Well, I figured it out. There's code in g_mapinfo.cpp that tests if a level uses Hexen's MAPINFO format, by whether the MAPINFO lump uses a number for the map instead of a lump name (e.g. 1 instead of MAP01). If it's a number, it sets a bunch of options, including forcing even lighting. IMHO this would be better done in the gamedefaults of Hexen in zdoom.pk3 (so that it can be easily changed), but it's not such a big deal that I really care.
Copying Hexen's MAPINFO to a new file and changing all the map numbers to lump names allows you to set r_fakecontrast, but it also requires other changes - in maps where the sky spins, it goes far too fast, among other problems.
Copying Hexen's MAPINFO to a new file and changing all the map numbers to lump names allows you to set r_fakecontrast, but it also requires other changes - in maps where the sky spins, it goes far too fast, among other problems.
- NeuralStunner
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Re: Fake contrast in Hexen?
I thought it would be something like that, and I agree: These things should be present in the MapInfo for, if nothing else, a reference.