Comments (3)
You can just extract the base/ folder from the 1.3.0 full release over your git base/ folder. Then you have all the prebaked light data. To make sure you don't override newer files with older ones just do git checkout . in the base/ folder.
That is way easier than loading each map and compiling the light data.
Most light problems were fixed using base/maps/game/*.extra_ents.map files which override the original .map entity properties.
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Super, thank you!
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Sorry to revive an old ticket. I have these from the Mod DB tarball:
base/env/maps/game
base/maps/game/*.lightgrid
That seems to do the work just fine for the new files.
I got a few errors though:
------------- Warnings ---------------
during game/mars_city1...
WARNING: Couldn't load image: env/maps/game/mars_city1/area6_lightgrid_amb : env/maps/game/mars_city1/area6_lightgrid_amb#__2200
WARNING: Couldn't load image: env/maps/game/mars_city1/area14_lightgrid_amb : env/maps/game/mars_city1/area14_lightgrid_amb#__2200
WARNING: Couldn't load image: env/maps/game/mars_city1/area52_lightgrid_amb : env/maps/game/mars_city1/area52_lightgrid_amb#__2200
WARNING: Couldn't load image: env/maps/game/mars_city1/area53_lightgrid_amb : env/maps/game/mars_city1/area53_lightgrid_amb#__2200
WARNING: Couldn't load image: _cinematicY : _cinematicY#__0200
WARNING: Couldn't load image: _cinematicCr : _cinematicCr#__0200
WARNING: Couldn't load image: _cinematicCb : _cinematicCb#__0200
WARNING: Couldn't load image: _cinematic : _cinematic#__0200
WARNING: Couldn't load image: _emptyname : _emptyname#__0200
9 warnings
On top of that I'm shipping the entire game on a few computers at work (:smile:) under /usr/share/doom3bfg
, and it's not clear you need to have a writable game folder to generate additonal assets:
Binarize File: 'env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206' - reason 'binarize: binary file not found 'env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206''
Binarize File: 'env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206' - reason 'binarize: binary file not found 'env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206''
writing to: /usr/share/doom3bfg/base/generated/images/env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206.bimage
Writing generated/images/env/maps/game/mars_city1/area1_envprobe_1131__1293_75_amb#__2206.bimage: 32x32
Would it be possible to have those generated in ~/.local/share/rbdoom3bfg/base
instead? If not, can I copy those over from one system to the other or are they system unique like shaders and silmilar stuff?
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Related Issues (20)
- Fast Stereo Rendering for VR
- Combined Frustum for VR
- Teleporter pads are pink
- Only TAA available HOT 1
- please set DXC_SPIRV_PATH to the full path to the DXC binary. HOT 7
- Update glTF vertex color support to work with Blender 4.1 HOT 1
- Won't build on Linux HOT 24
- debug builds fail to link for gcc and clang HOT 2
- (Improvement) The Linux compilation instructions don't recommend the Vulkan SDK.
- glTF surfaces can be culled too early HOT 1
- Intermittent Lighting Change HOT 2
- Port Easymode-CRT Shader from RetroArch
- Crash in alphalabs 1 with Vulkan HOT 1
- Disabling DOOM_CLASSIC support breaks the Load Game menu
- Explicit declare char is signed in /doomclassic/doom/d_ticcmd.h HOT 9
- Fix mixing AO channel from rmao textures into the ambient pass
- [Multiplayer] Send heartbeats to dpmaster
- [Multiplayer] Dedicated Server Build
- Standalone dmap so it is more comfortable to be called by TrenchBroom
- [feature request] no reloading / auto reloading option HOT 2
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