Page 40 of 40
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Tue Dec 05, 2023 5:04 pm
by Drachenfels
Hey Doomer_ wrote:
> [quote=Drachenfels post_id=1247991 time=1701618647 user_id=38984]
> Should this be used alongside GZDoom's lights.pk3 and brightmaps.pk3?
> [/quote]
>
> That wouldn't hurt. The mod reads the GLDEFS text file in lights for
> configuration.
When I use it together it causes the issue of keycards still emitting glow even after picking them up.
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Wed Dec 06, 2023 4:50 am
by Hey Doomer_
Drachenfels wrote: ↑Tue Dec 05, 2023 5:04 pm
When I use it together it causes the issue of keycards still emitting glow even after picking them up.
Try this (untested) in line 1258 of hd_relighting_Event_Handler
Code: Select all
if (!thing.bIsMonster && thing.bSolid && !thing.bShootable && !(thing is "Inventory"))
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Wed Dec 06, 2023 6:21 am
by Drachenfels
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Wed Dec 06, 2023 10:43 am
by mike3k
Really love the idea but some mods become unplayable - Ashes afterglow. Its lagging really badly even after disabling most of its features.
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Wed Dec 06, 2023 2:35 pm
by Hey Doomer_
mike3k wrote: ↑Wed Dec 06, 2023 10:43 am
Really love the idea but some mods become unplayable - Ashes afterglow. Its lagging really badly even after disabling most of its features.
ReLite might work better. It doesn't have all the features of Relighting and hardly any menu, but it does have unique directional lighting based on brightmaps, dynamic sprite shadows, baked lighting, and far superior performance. I added a "thinker grid" to vastly reduce the number of iterations. On my rig I consistently get 200+ fps with ReLite, shadows, lights, and all.
ReLite will take longer to load larger maps, because it doesn't choose sectors and lines based on statistics. It looks at everything. Other than that and lacking a few features it accomplishes more or less the same thing.
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Tue Dec 26, 2023 6:39 am
by Tom Simon
I’m writing a message to this topic for the second time, since the first one was rejected, thinking that I was a bot

. I want to contact the author of the mod directly if there is such a possibility and he is not very busy, thanks in advance.
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Fri Jan 05, 2024 9:01 pm
by Nelson340
I was hoping to find a mod that recolored Doom maps on the fly. I just wish it had ways to make it more like the PS1 version's colored lighting:
*Sectors with liquids are colored like that liquid
*Small sectors with crucial pickups (keys, armor, Soulsphere) are colored like that pickup
*Sectors near locked doors are colored like the required keycard
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Sat Jan 06, 2024 2:15 pm
by Dan_The_Noob
Nelson340 wrote: ↑Fri Jan 05, 2024 9:01 pm
I was hoping to find a mod that recolored Doom maps on the fly. I just wish it had ways to make it more like the PS1 version's colored lighting:
*Sectors with liquids are colored like that liquid
*Small sectors with crucial pickups (keys, armor, Soulsphere) are colored like that pickup
*Sectors near locked doors are colored like the required keycard
This?
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Thu Feb 15, 2024 2:45 pm
by PhoenixCyanFire
Grass is reflective. is it supposed to be reflective? it looks really ugly with 3d skies
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Wed May 01, 2024 8:02 am
by DarkkOne
Hey Doomer_ wrote: ↑Wed Oct 11, 2023 3:01 am
DarkkOne wrote: ↑Tue Oct 10, 2023 4:44 pm
A small update: I noticed while testing things that if I turn on "Light Shadowmaps" the room looks more normal *until* the doors open. As they open it gets darker in there. So it really looks like there's somehow a dynamic light that's casting darkness rather than brightness? Is that even possible?
Interesting. You can try turning off "Subtractive Lighting" under "How Light Interacts with Map" - these are applied sparingly to some outside textures. That's the only lighting that would cast darkness I can think of.
Got a new computer. Installed GZDoom clean, installed the latest version of your mod, launched Hexen with no other mods in GZDoom 4.12.1, the issue of the unusually black room persists still.
So it's... not limited to a single computer, and it happens with a fresh install with default settings, at least.
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Fri May 17, 2024 6:15 am
by NoNamedNN
it lags hard when cacodemons shoot for me
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Posted: Sat May 18, 2024 5:13 am
by Hey Doomer_
NoNamedNN wrote: ↑Fri May 17, 2024 6:15 am
it lags hard when cacodemons shoot for me
Relighting has many small bugs and is not well optimized for some areas and scenarios. Many of these issues are fixed in the fork ReLite, which needs texture brightmaps loaded as well for proper lighting. You might have better luck with that.