sultim-t / vkquake-rt

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custom map lights support

gingusScringus opened this issue · comments

lights in custom maps doesn't lit. makes the map dark unless switched back to normal opengl renderer.

The file /ovrd/world_custom_lights.txt contains custom lights for each level.
Each line has a format: <mapname> <x> <y> <z> <hex color>.

Commands:

  • rt_pfnwlightadd <r> <g> <b> - to add a light source around a camera. R/G/B should be in [0..255]

  • rt_pfnwlightremoveb <radius in meters> - to remove light sources within a given radius around a camera,

After any of the commands, a previous version of /ovrd/world_custom_lights.txt is saved to /ovrd/backup/world_custom_lights*.txt.

Other users can see the same light sources for custom maps only if they have the same world_custom_lights.txt file.

The file /ovrd/world_custom_lights.txt contains custom lights for each level. Each line has a format: <mapname> <x> <y> <z> <hex color>.

Commands:

  • rt_pfnwlightadd <r> <g> <b> - to add a light source around a camera. R/G/B should be in [0..255]
  • rt_pfnwlightremoveb <radius in meters> - to remove light sources within a given radius around a camera,

After any of the commands, a previous version of /ovrd/world_custom_lights.txt is saved to /ovrd/backup/world_custom_lights*.txt.

Other users can see the same light sources for custom maps only if they have the same world_custom_lights.txt file.

oh okay thanks. but i do hope adding custom lights without modifying a txt file in HLRTX will be possible soon if not on quake rtx. i can't imagine having to do that if my map has a ton of lights.