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Pixelreality /
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2024-02-09 23:49:28
in reply to nevent1q…e0s6

Pixelreality on Nostr: eukara a1batross That's interesting. How much more overhead does using rtlights for ...

eukara (npub1pny…vegv) a1batross (npub1s3y…9s4e) That's interesting. How much more overhead does using rtlights for dynamic lights and lightstyles have over the traditional method?

I've mainly used ericw's compilers as something close to QRAD without the licensing headache of actually using ZHLT/VHLT, but the Q1 palette limitations (resulting in loading needlessly duplicated external textures without that limit) and the texture filename flags for properties doesn't help.

I've more or less neglected rtlights in FTEQW in my experiments as the default settings in FTEQW is quite intense and clashes with how Quake 1 is lit aesthetically, so building custom maps around rtlights would probably help that a lot.
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