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New version of DLE-XP available

Posted: Sun Feb 06, 2005 12:56 pm
by Diedel
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".

Posted: Sun Feb 06, 2005 1:56 pm
by CDN_Merlin
Way to keep Descent alive. Constant updates. Thanks.

Posted: Sun Feb 06, 2005 3:12 pm
by pipsqueak10
If there was a link, I might be able to download it! :)

Posted: Sun Feb 06, 2005 3:15 pm
by Sirius
Check his profile, it's all there.

Good to see the work goes on...

Posted: Sun Feb 06, 2005 8:57 pm
by Kyouryuu
I think Devil had a feature like that for D1/D2, but it involved editing some kind of "lights" text file. It's nice to see DMB2 finally doing something similar. I always wondered why it never treated lava in D1 as a light source ;)

Posted: Sun Feb 06, 2005 9:44 pm
by Garak
Nice work man.

And some friends and I are diggin your version of D2x at school. :) (it has some rendering glitches but other than that fun as hell)

Posted: Mon Feb 07, 2005 1:08 am
by Jon the Great
Sweet! I didn't know this program got updated anymore!
I might acually start making levels for D2 now if I find the time. :)

Posted: Mon Feb 07, 2005 5:26 am
by Diedel
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.

Posted: Mon Feb 07, 2005 10:57 pm
by Top Gun
Sounds great! :D I'll get some news posted on PD tonight.

Posted: Tue Feb 08, 2005 6:43 am
by Diedel
Fine. :) Just one thing: DMB2 was developed by Bryan Aamot who sold it to Interplay - not by Parallax. ;)

Posted: Tue Feb 08, 2005 12:27 pm
by Top Gun
Whoops; I'll fix that. :P

Posted: Fri Feb 11, 2005 12:57 am
by Theftbot
Cant you put a light texture under the lava to make it brighter I remember that putting light textures under regular textures make them slightly brighter.

Also you could put each corner light at least 100%.

Posted: Fri Feb 11, 2005 2:11 am
by Duper
Diedel wrote:Fine. :) Just one thing: DMB2 was developed by Bryan Aamot who sold it to Interplay - not by Parallax. ;)
"Brainware" wasn't it? They'er still in operation.

Posted: Fri Feb 11, 2005 4:43 am
by Sirius
Theftbot wrote:Cant you put a light texture under the lava to make it brighter I remember that putting light textures under regular textures make them slightly brighter.
You can, but this would make it easier.

Posted: Fri Feb 11, 2005 6:27 am
by Diedel
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).

Posted: Sun Feb 13, 2005 11:43 pm
by Kyouryuu
Isn't empty-light the texture that's automatically put on fly-through triggers? I remember there being an "empty" texture for this purpose.

Posted: Mon Feb 14, 2005 5:14 pm
by Diedel
No, that's another texture. It will simply not be displayed by Descent.