sultim-t / xash-rt

Fork of the Xash3D FWGS with a real-time path tracing
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Option to disable "extra light sources" #71

Open N-SPC700 opened 1 year ago

N-SPC700 commented 1 year ago

Noticed almost all of the maps have areas with glowsticks slapped onto them. They're pretty nice to see (and have) at times but others (such as the dark disused hallways in apprehension) they feel really excessive and it'd be cool to be able to disable them. (apprehension in particular seems really cool with the "dark underwater hallways" feel that's basically discarded half the time due to these)

Also, is it just me or is the flashlight kind of weak in these? Anything over a few meters away is super dimly lit which is odd given how the original's flashlight was sort of like a spotlight.

sultim-t commented 1 year ago

Each map's light sources were modified, as originally placed ones were not optimal. With some glowsticks, I was trying to guide a player.

All the level information is in the GLTF2 files, so there's no way to disable only parts of custom objects. You can edit the GLTF files with Blender, for example, but there are some tricky parts.

Soon, I will post how to modify the maps.

-- As for the flashlight, there's a console variable rt_flsh, that can be changed via HL1 console, or in valve/config.cfg file

0x4E69676874466F78 commented 1 year ago

@sultim-t

Soon, I will post how to modify the maps.

Wouldn't it be better not to? You're condemning people to suffering. Leave the mods to us, where suffering will be reduced to a minimum. We have no problem with skyboxes, no problem with "bad" polygons, shadows don't go crazy and etc.

sultim-t commented 1 year ago

Exporting geometry and lights to .gltf with one button, and modifying said GLTF in Blender hopefully should not be that hard... There is hot-reloading to GLTF and textures, so map modification process is more or less responsive.