Global walltex$,floortex$,ceiltex$,doortex$,caulk$ Global minlight%,minvertexlight%,lightmapscale# Global factor#=previewscale*1.0/wallscale If you're interested how it's done here is the Blitz3D source of it (still hadn't time to convert this to BMAX)Ĭonst gridsize% = 64 lightmap grid sizeĬonst doorlightmapscale# = 1.0 lightmap map (scale)Ĭonst doorinset% = 48 how many units doors are insetĬonst doorframeinset% = 32 how many units doorframes are insetĬonst secretdoorinset# = 1.0 how many units secret doors are insetĬonst doorframesize% = 32 doorframe size in units (left, right, top)Ĭonst wallscale% = 128 scale of a wall block in unitsĬonst floorheight% = 128 scale of a floor block in unitsĬonst ceilheight% = 128 scale of a ceiling block in unitsĬonst previewscale# = 16 multiplicator of map preview blockĬonst doorlightrange% = 64 lightrange of doorlightsĬonst doorlighty% = 112 Y position of doorlightĬonst doorlightmodely% = 80 Y position of doorlight modelĬonst doorlightoffset% = 32 horizontal distance from doorlight to doorlight model (in front of, away from the door)Ĭonst doorlightoffcenter% = 48 horizontal distance from doorlight to door centerĬonst doorlightoffheight% = 20 vertical distance from doorlight to doorlight model (upwards)Ĭonst torchlightrange% = 64 lightrange of torchlightsĬonst torchmodely% = 96 Y position of the torch model
All Walls, Doors, Event fields, treasure chests and lights are places automatically by just parsing the CSV file Output of my CSV2MAP tool (starting a the green square at the top, looking south). Oh and compare the screenshots with my old Blitzmax Demo using DOT3 lights I made two years ago, which was too colorful and limited to vertex lighting.Įxcel view of the level (just basic infos and height information are set) See some statistics below the screenshots. I'm using 105 different shaded surfaces right now but hope to decrease this number implementing a better shader cache for the BSP meshes like I already did with the B3D models. The demo currently runs at 2560x1440 with 280 FPS and has been created using Microsoft Excel -) for the basic 2D level structure, a highly sophisticated CSV to MAP tool I wrote myself and the detailed work / compile has been done with a Netradiant fork and Q3MAP2.
The level is absolutely dark except where your "torch" lights it up or the lightmap exists, hard to describe but looks very realistic. The candles, the torches and the fireplaces are simple sprites, not optimized in a single surface mesh yet. I'm not using any dynamic lights except the player torch and a "ambient light torch" to lighten up very dark areas with a decent dark blue tone. The torchlight is actually a type 3 spotlight which looks much better than a type 2, all textures use normalmaps and I have a lot of alpha brush models and additional custom B3D models loaded in this level (the knights and the chandliers are plain B3D models (with a shader, too) while the piano and the table are precalculated in the BSP map with a lightmap assigned). But a demo will follow later when I think its ok, promised. At the moment I only have a few screenshots to show the progress, it's still not optimized enough to post a running demo (click images for high resolution). Well, I'm getting very familar with OpenB3D now, got my shaders running and I'm still optimizing the BSP loader. A remake of the old Amiga RPG " Legend of Faerghail" from 1990. My current project beside Extrasolar is a old one - I started 8 years ago with simple Blitz3D tests and now it's becoming better and better. Legend of Faerghail Remake Community Forums/ Showcase/ Legend of Faerghail Remake