New version of DLE-XP available
New version of DLE-XP available
I don't know if anybody still cares, but there's a new version of DLE-XP available.
First, I've fixed a few syntax errors which popped up after switching to MSVC++ .NET.
Second, I've added a new feature allowing to assign a basic brightness value to each texture so that a level designer is not tied to DLE-XPs/Descents predefined light textures any more. For that purpose, I've added a slider to the texture tool allowing to change a texture's brightness from 0 to 100 percent. I've called this feature "lightmap". Lightmaps are stored in hog files per level, i.e. each level can have its own lightmap. The lightmap will affect light calculation in DLE-XP and will not interfere with Descent 1/2, hence a level's lighting will have to be recalculated when a texture's brightness is changed (DLE-XP will not do that automatically). Lightmap files have the extension ".lgt".
First, I've fixed a few syntax errors which popped up after switching to MSVC++ .NET.
Second, I've added a new feature allowing to assign a basic brightness value to each texture so that a level designer is not tied to DLE-XPs/Descents predefined light textures any more. For that purpose, I've added a slider to the texture tool allowing to change a texture's brightness from 0 to 100 percent. I've called this feature "lightmap". Lightmaps are stored in hog files per level, i.e. each level can have its own lightmap. The lightmap will affect light calculation in DLE-XP and will not interfere with Descent 1/2, hence a level's lighting will have to be recalculated when a texture's brightness is changed (DLE-XP will not do that automatically). Lightmap files have the extension ".lgt".
- CDN_Merlin
- DBB_Master
- Posts: 9781
- Joined: Thu Nov 05, 1998 12:01 pm
- Location: Capital Of Canada
-
- DBB Ace
- Posts: 484
- Joined: Fri Nov 16, 2001 3:01 am
- Location: Staten Island, New York USA
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California
If there are proposals of interesting new features which are not overly hard to implement, I might even add them to DLE-XP. It's still fun to fiddle with the program ...
As for the link: I have one in my signature, but the sig does not get displayed here. See the links section (in the side menu) of http://www.brockart.de/descent.
Kyo,
I also wondered about Lava not emitting light in D1 levels made with DMB2, but I couldn't figure where DMB2 (the predecessor of DLE-XP) had its light values from, and Brian Aamot couldn't help me in that matter either. Some light textures in DMB2/DLE-XP aren't as bright as they should be imho, too (e.g. the reactor textures). Now there is the most flexible solution available.
As for the link: I have one in my signature, but the sig does not get displayed here. See the links section (in the side menu) of http://www.brockart.de/descent.
Kyo,
I also wondered about Lava not emitting light in D1 levels made with DMB2, but I couldn't figure where DMB2 (the predecessor of DLE-XP) had its light values from, and Brian Aamot couldn't help me in that matter either. Some light textures in DMB2/DLE-XP aren't as bright as they should be imho, too (e.g. the reactor textures). Now there is the most flexible solution available.
Duper,
yes, Brainware still exists, and Bryan even has a link to DLE-XP there.
_______________
Sirius, Theftbot,
there is a texture named "empty - light" in both D1 and D2. It is very bright, and you can use it as 2ndary texture on textures not emitting light themselves you want to shine a light. Ofc, DLE-XP's new lightmap feature is superior to that solution because you
a) can chose any brightness value you like
b) you don't need to use a 2ndary texture (esp. if you want to use another 2ndary texture at that spot)
The problem with manually editing corner lighting is that it will only affect that corners and not light up nearby, but not directly adjacent sides. Changing a textures brightness will however affect such sides when executing DLE-XP's light calculation function. You will ofc probably reach the most satisfying results by editing every corner light, but this is an extremely tedious process. I remember a very renowned D2 level designer complimenting me on my levels' lighting years ago - which was all done by careful placement of light textures and DMB2's light calculation. So you can achieve very pleasing results with the automatic lighting function and good placement of lights (which will make the lighting look more credible as well).
yes, Brainware still exists, and Bryan even has a link to DLE-XP there.
_______________
Sirius, Theftbot,
there is a texture named "empty - light" in both D1 and D2. It is very bright, and you can use it as 2ndary texture on textures not emitting light themselves you want to shine a light. Ofc, DLE-XP's new lightmap feature is superior to that solution because you
a) can chose any brightness value you like
b) you don't need to use a 2ndary texture (esp. if you want to use another 2ndary texture at that spot)
The problem with manually editing corner lighting is that it will only affect that corners and not light up nearby, but not directly adjacent sides. Changing a textures brightness will however affect such sides when executing DLE-XP's light calculation function. You will ofc probably reach the most satisfying results by editing every corner light, but this is an extremely tedious process. I remember a very renowned D2 level designer complimenting me on my levels' lighting years ago - which was all done by careful placement of light textures and DMB2's light calculation. So you can achieve very pleasing results with the automatic lighting function and good placement of lights (which will make the lighting look more credible as well).