ReLite

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Hey Doomer_
Posts: 446
Joined: Tue Oct 18, 2022 1:59 am
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Progress 0.7.2b

Post by Hey Doomer_ »

Progress 0.7.2b

Code: Select all

0.7.2
9/21 - check for hd_sector.area == 0, optimized build_hd_grid(), optimized find_textures(), check for colorization before light limit, added rl_color_val cvar, added criteria for plasma projectile shadows
9/22 - added checks for area size, height, and line length to optimize load / smoothing time / dynamic light placement, corrected lighting in sectors with lighting specials
9/23 - added check and light correction for line special 241 (lower to lowest and change texture)
Trivial but finally added a check for line activation special 241. Example.
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Hey Doomer_
Posts: 446
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ReLite 0.7.2b Released

Post by Hey Doomer_ »

ReLite 0.7.2b Released

Code: Select all

0.7.2
9/21 - check for hd_sector.area == 0, optimized build_hd_grid(), optimized find_textures(), check for colorization before light limit, added rl_color_val cvar, added criteria for plasma projectile shadows
9/22 - added checks for area size, height, and line length to optimize load / smoothing time / dynamic light placement, corrected lighting in sectors with lighting specials
9/23 - added check and light correction for line special 241 (lower to lowest and change texture)
9/25 - added colorization checks for light dissipation, added colorizing sprites to bleed function, exposed cvars for sector/sprite colorizing
9/26 - added function to add more decorative lights at the middle of non-light lines w/ criteria cvars
9/28 - increased eave lighting to 45 degrees, fixed bugs in smooth_lights()
9/29 - added brown light filter for textures, reduced red colorization saturation to 50%
Many bug fixes and small changes in this release. The only new feature is an option for additional decorative lights that are already present in the map. I've increased the eave lighting to 45 degrees and reduced the red spectrum texture colorization to 50%. Finally, I added a filter to remove brown "lights" as there is no such thing.

Example Screenshots:
E1M2 more lights
E1M6 eave lighting
MAP15 colorization, maxlight on
MAP15 colorization, maxlight off
MAP22 w/ various effects

Many Thanks for your interest and support. I appreciate the comments and suggestions!
Vault
Posts: 3
Joined: Wed Oct 02, 2024 3:21 pm
Graphics Processor: nVidia with Vulkan support

Re: ReLite

Post by Vault »

Tried to ping you on discord,

defining barrel point light twice doesn't do anything
use this instead

pulselight BARREL
{
color 0.0 0.1 0.01
size 32 //64
secondarySize 36
interval 2
offset 0 36 0 //52
// dontlightself 1
attenuate 1
}
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Hey Doomer_
Posts: 446
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ReLite 0.7.3b Released

Post by Hey Doomer_ »

ReLite 0.7.3b Released

Code: Select all

0.7.3
9/29 - general code cleanup, fixed decorative lights in from of light sources code, removed barrel lighting
10/1 - reduced eave lighting maximum size, added check for floor height in bias lighting
10/2 - added lin length check for eave lights
10/3 - moved "Saturation of Interp Color" to Color Interpretation menu
10/4 - added saturation in bleeding shader (darker colors desaturated, brighter colors saturated)
10/5 - reduced decorative lux by sector height, changed avg_hue() to simple clockwise average
A lot of code cleanup, simple bug fixes, and a few minor changes that expand bias lighting and eave lighting. No major changes on this one.
Zaibatsu64
Posts: 19
Joined: Sun Nov 27, 2022 9:35 am

Re: ReLite

Post by Zaibatsu64 »

Thanks for your continued work on your mod. It's amazing and gets better every update. It definitely deserves more attention.
Skrell
Posts: 359
Joined: Mon Mar 25, 2013 11:47 am

Re: ReLite

Post by Skrell »

Zaibatsu64 wrote: Sat Oct 05, 2024 10:22 am Thanks for your continued work on your mod. It's amazing and gets better every update. It definitely deserves more attention.
+1 !!!
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

Skrell wrote: Sat Oct 05, 2024 11:28 am
Zaibatsu64 wrote: Sat Oct 05, 2024 10:22 am Thanks for your continued work on your mod. It's amazing and gets better every update. It definitely deserves more attention.
+1 !!!
Thanks!! :)
Skrell
Posts: 359
Joined: Mon Mar 25, 2013 11:47 am

Re: ReLite

Post by Skrell »

Is there anywhere we can get a complete changelog across all versions you've released?
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

Skrell wrote: Sun Oct 06, 2024 10:23 am Is there anywhere we can get a complete changelog across all versions you've released?
In the pk3
Skrell
Posts: 359
Joined: Mon Mar 25, 2013 11:47 am

Re: ReLite

Post by Skrell »

What settings can I play with to make entire levels a bit brighter and less contrasted between the light and the dark?
Skrell
Posts: 359
Joined: Mon Mar 25, 2013 11:47 am

Re: ReLite 0.7.2b Released

Post by Skrell »

Hey Doomer_ wrote: Sun Sep 29, 2024 10:46 am ReLite 0.7.2b Released

Code: Select all

0.7.2
9/21 - check for hd_sector.area == 0, optimized build_hd_grid(), optimized find_textures(), check for colorization before light limit, added rl_color_val cvar, added criteria for plasma projectile shadows
9/22 - added checks for area size, height, and line length to optimize load / smoothing time / dynamic light placement, corrected lighting in sectors with lighting specials
9/23 - added check and light correction for line special 241 (lower to lowest and change texture)
9/25 - added colorization checks for light dissipation, added colorizing sprites to bleed function, exposed cvars for sector/sprite colorizing
9/26 - added function to add more decorative lights at the middle of non-light lines w/ criteria cvars
9/28 - increased eave lighting to 45 degrees, fixed bugs in smooth_lights()
9/29 - added brown light filter for textures, reduced red colorization saturation to 50%
Many bug fixes and small changes in this release. The only new feature is an option for additional decorative lights that are already present in the map. I've increased the eave lighting to 45 degrees and reduced the red spectrum texture colorization to 50%. Finally, I added a filter to remove brown "lights" as there is no such thing.

Example Screenshots:
E1M2 more lights
E1M6 eave lighting
MAP15 colorization, maxlight on
MAP15 colorization, maxlight off
MAP22 w/ various effects

Many Thanks for your interest and support. I appreciate the comments and suggestions!
Where is the "max light" setting?
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Hey Doomer_
Posts: 446
Joined: Tue Oct 18, 2022 1:59 am
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Re: ReLite

Post by Hey Doomer_ »

Skrell wrote: Sun Oct 20, 2024 9:59 am What settings can I play with to make entire levels a bit brighter and less contrasted between the light and the dark?
In Sector Lighting, "Additive Darkness" can be reduced to brighten walls and levels. This is probably the most effective setting to affect overall light and shadow. "Bias Lighting" can be tweaked, but that only affects sector lighting.

In Light Globals, "Max Light" affects the range and strength of light sources, and doesn't globally affect brightness.

In Color Globals, "Palette Shade Adj" can be increased to make lights generally brighter, although this may also increase the number of light sources.
Skrell
Posts: 359
Joined: Mon Mar 25, 2013 11:47 am

Re: ReLite

Post by Skrell »

Thank you I love you!

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