maps relight part2
Full VersionThis archive contains bsps and lmps for maps town01A and so on. Only Ravenholm, mines, and a couple of early coast maps were tested.
I can't call myself a fan of HL2 but I'd like to be one. So I thought, maybe there are some little things I can fix that would allow the game to truly shine for me? I didn't really know where to start so I assumed that relighting HL2 in a manner of HL1 or maybe in a more realistic manner would let me truly enjoy it. Also coding stuff like a cool guy. So I took a lightmapper and worked on it in two sessions, each several months long. Newer really tried decompiling maps and compiling them back, that seems like a whole new can of worms. And so I worked and did a thing and then I realized... I can't reignite this game by a pure light management in a way I would really like it. The problem is not in the lights but in texturing and mapping at the very least, the plot isn't the sharpest one either. The game just can't be saved for me, only remade from scratch. But that's a story for another time I guess.
I'm proud how I handled fluorescent panels and fires, but all the effort I've put into this may be not so obvious for actual player. It just looks like fluorescent panels are brighter, fires don't cast shadows, some other lights are brighter or darker, sun is a little less reddish, etc.
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This archive contains bsps and lmps for maps town01A and so on. Only Ravenholm, mines, and a couple of early coast maps were tested.
Source code and binary for lightmapper used for this relight(version 7), modified from The Orange Box. Edited in MSVC2005.
This archive only contains map files without any folder structure. I'm not releasing the whole thing at once because too many times the criticism was...
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It look genuinely worse than normal HL2 maps. Absolute downgrade.