Ad_sepulcher and SP maps HD textures and a lot of vanilla stuff

[quote=qazzaq]I have vised a lot of mappacks completely (w/o external .vis patches) from this
https://quakewiki.org/wiki/External_Lit_And_Vis_Files
list and more and i can share it if it needed for someone.[/quote]
Wow, these colored lights do make a difference.

EDIT: I am glad to see “Rubicon 2” on the list.

Because I’ve discovered a interesting thing: If I open a map in quark editor, add the color to the ent file, I save the map and i run the light.exe or Ericw tools it colors the lights…but it ruin the light of the map completely…except for Soul of Evil: maybe because it’s already vised, so I think I’ve finally found a way to to add manually the .lit files to maps. If this has to do only with vised maps well I think I can make more. It takes a lot of times but worth the effort.

If you can share Beyond Belief, Abyss of Pandemonium, Rapture, Coven of Ebony, Operation Ourth Majik and Zestorer I can confirm or deny what written above

Vised map packs

Arcanum + Arcextra

https://quaketastic.com/files/misc/litvis_packs/vised/arcanum_vised%26lits.zip

Beyond Belief
https://quaketastic.com/files/misc/litvis_packs/vised/bbelief_vised%26lits.zip

Black
https://quaketastic.com/files/misc/litvis_packs/vised/black_vised%26lits.zip

Contract Chapters
https://quaketastic.com/files/misc/litvis_packs/vised/chapters_vised%26lits.zip

Contract
https://quaketastic.com/files/misc/litvis_packs/vised/contract_vised%26lits.zip

CoE [Coven Of Ebony]
https://quaketastic.com/files/misc/litvis_packs/vised/coe_vised_lits.zip

Descent (The Final) Descent]
https://quaketastic.com/files/misc/litvis_packs/vised/descent_vised%26lits.zip

IKSPQ series
https://quaketastic.com/files/misc/litvis_packs/vised/ikspq_vised%26lits.zip

Lthsp series
https://quaketastic.com/files/misc/litvis_packs/vised/lthsp_series_vised%26lits.zip

Nehahra & Neh ep3
https://quaketastic.com/files/misc/litvis_packs/vised/nehahra%26nep3_vised%26lits.zip

NSoe2
https://quaketastic.com/files/misc/litvis_packs/vised/NSoe2_vised%26lits.zip

OUM
https://quaketastic.com/files/misc/litvis_packs/vised/oum_vised%26lits.zip

Rapture
https://quaketastic.com/files/misc/litvis_packs/vised/rapture_vised%26lits.zip

Terra
https://quaketastic.com/files/misc/litvis_packs/vised/terra_vised%26lits.zip

Zer 1.1
https://quaketastic.com/files/misc/litvis_packs/vised/zer1.1_vised%26lits.zip

AoP will not included.

Many thanks, now I’ll confirm or deny what written about colored lights. I’ve made a small test with already vised maps (the few I was able to found here on quaddicted): Shadows over Inssmouth and Runekeep…no problems at all. While IKSPQ and Moonlite totally messed up lights (they are not vised).

Just tried the start map of Beyond Belief and seems to works perfectly!! Can you please tell me how you vis maps? Every step, so I know where I was wrong, since everytime I vis a map and put colored lights it f**cks all the lights, while your versions runs perfectly?

hmap2 is bundled with kit of .bat files. revis_all.bat - that is what we need. Put yourmap.map into hmap2 folder and run revis_all.bat that’s all! Colored lights generated with winmhcolor - amasing tool by MH (link somwhere up in this thread). Of course, such lights not so perfect as designed manually with any map creating program but it may be better than nothing.

@triple_agent

  • these colored lights do make a difference-
    Yes, in the first time when I see familiar map with newly created lit I feel some warmth from this picture. Light and heat sources acquired some volume.

Lol, I’ve used .bsp instead of .map, maybe this is the reason. I’m finishing Rapture colored lights, these are made manually, here’s a small preview. Torches are the easiest part (just search for torches or flames in .txt editor and add the color) as for the other lights I open them in darkplaces with command r_editlights 1 to have coordinate, then I put the color in those coordinates in the .txt files. https://www.dropbox.com/s/ybnzv1oqz84p9hy/rapture.jpg?dl=0

Wow! I mistyped of course .bsp is the right way.

Rapture looks gorgeous. I’d wish to see this maps lighted by You!

That’s strange because I do the same process but lights appear to be messed up. Tried Soul of Evil, Rapture, Beyond Belief, Contract Revoked and they’re all fine. Zerstorer first map has wrong lights, while Zer1m3 is perfect (not tested other maps). Same issues with Contract Revoked lost chapters, I have yet to thest the other maps.

Just tried Mexx9…same problems, lights f***d up. I’ve simply put the .bsp maps inside the folder and ran revis_all…Are you willing to try vis Mexx9 maps and share them? I want to experiment a thing…

These colored lights and the difference they make, remind me somewhat of the difference, between the “static lighting” and the “dynamic lighting” in ‘S.T.A.L.K.E.R.’. If you played it, you know what I mean.

These two options, render two entirely different world perceptions. The “dynamic lighting”, looks a bit fairy, beautiful, hopeful - as if witnessing a thing otherworldly, carried out by nature; with the essence, in: right time, right place, right perspective. The “static lighting”, instead, feels much more like a game - an existential game of zero-sum, socially speaking, perhaps - inside a world which is bleak, depressing, devoid of future one would like to partake in - as if only a miracle, could bring back a sense of tomorrow in the ‘Zone’.

It is actually a debate, which of the two mentioned lighting setups, does represent the true ‘S.T.A.L.K.E.R.’?

Naturally, both.

Nonetheless, if I asked you, what kind of life would you want to live - a “dynamic lighting” type of life, or a “static lighting” type of life - you would probably answer: the first one. While I do believe you would want to play a fairy life, I doubt you would eventually choose to live a fairy life.

The same question, could go for ‘Quake’ - is it bleak, brown, dark, not-really-realistic-but-realistic-fits-here; or is it colorful, energetic, warm and sensational?

Another game that very well writes itself into the “static lighting” paradigm, is the ‘Far Cry 2’. Have you played? It is a piece of art, but certainly a treat not for everyone; it is actually boring. It is a game that downright excels at being bleak, brown, depressing and realistic nihilistic - ‘Quake’ legacy?

I would like to share some screenshots I made - link https://drive.google.com/drive/folders/1-oRgqNdUlTjoL0eE8Kqf7GblSoFDcX1h?usp=sharing. Mind that I did not play on highest settings, but used very custom setup instead; a footprint of it, included.

Listen also to the soundtrack, it is truly worth it - at least the early tracks: link https://youtu.be/1bGGsGDQeOE.

The music, the menu outlook, in ‘Far Cry 2’, announce: what you will experience in this game, is going to be unique, whether you like it or not.

You know, I have this memory from ‘Far Cry 2’. In the end, when the protagonist climbs the mountain of his suicide , the weather - which in the ‘Far Cry 2’, is dynamic - changed so rapidly, that by the time the destination has been reached, the fog, was already very dense. It looked most climatic. I thought, the event, must be scripted, to engulf the final scene in a mist, representing perhaps all the unanswered questions and doubts remaining. I replayed that scene later, with some temporal shifts and the mist, was not there.

This, is what makes the games such as ‘S.T.A.L.K.E.R.’ and ‘Far Cry 2’, have this special thing to them; a soul. Certain moments in these, are truly unique, highly enhancing the notion of personalized, purposeful experience, the player has. To an extent, to myself, it could even be like a paradoxical way of communicating with something greater, that a game, only represents - even though, it is all random, reasonably speaking.

But y’know, people have stories like such, all over the Internet - that the game, suddenly throws at them something very subtle, strong and personal in meaning, in the context of experience unfolding. That, must be - understandably - the case of human perception and interpretation of observations. Nothing unusual.

EDIT:

‘S.T.A.L.K.E.R.’, also has a great soundtrack - menu theme linked https://youtu.be/1siPgAVOAtU. Both the soundtracks mentioned in this post, very well capture the essences of games they accompany; but they do not work part-time as a soundscape factor, contrary to what ‘NIN’ soundtrack, does for ‘Quake’.

VIS-ed maps for:

Mexx9

https://quaketastic.com/files/misc/litvis_packs/vised/mexx9_vised%26lits.zip

Rubicon One

https://quaketastic.com/files/misc/litvis_packs/vised/rubicon_one_vised%26lits.zip

Tried your version, same problem: simply some maps works and some other don’t work and I don’t know why. I’ve finished first Arcanum map, I hope the other works as well because Arcanum is a true masterpiece

Arcanum 2 doesn’t work, light messed up :slight_smile:

Not lights but textures, it changes some textures…lol! Same happened with moonlite

At least I bring some good news: Zerstorer except for start map is 100% doable in terms of colored lights

Well, Mexx9 second map (the big tower) can be colored, the only “issue” is that the upper part of the tower is black, but you can live without it, so in the work:

  • Beyond Belief
  • Contract Revoked
  • Mexx9
  • Rapture
  • Rubicon
  • Shadow over Inssmouth
  • Soul of Evil (except 2 maps because got error in .ent files, this occurs also in original version here on Quaddicted)
  • Zerstorer

Need to be tested if they can be lighted:

  • Black
  • Coven of Ebony
  • Descent
  • Operation Ourth Majik
  • Terra