NEWS
09/10/07 - Hello, I have uploaded my new ID1.pk3. You can find it on the RTLIGHTS page simply replace the old one with this new one and make sure there are no .rtlights in id1/maps (or modname/maps if you use it in a mod). Any .rtlights in /maps will override this .pk3 so if you don't see any changes at all that is probably the reason. Also, there are some major changes here, some may not be noticeable but some definitely will be. What you will notice is a slowdown in FPS, I apologize for this but it is necessary. I suggest turning off BLOOM or HDR as it is a FPS killer, you will get anywhere between a 25-35% boost in FPS. If there is any response or demand for these .rtlights I will finish up ID1 but for now it’s just Episode 1 that’s been changed, the other .rtlights are still very playable, just not at the same quality as the E1 lights. Hope you enjoy, if you have comments or questions my e-mail is on the contact page. -romi
07/14/07 - Ouch more than a year since I gave you an update, I apologize. There has been no changes to the .rtlights however Darkplaces has changed quite a bit, so if you are starting out may I suggest you adjust the brightness to whatever level pleases you in order to get the correct results from the lights. On a happier note I am making a totally different kind of contribution to the quake community in form of a new skin with gloss/norm maps for the Knight. It was the one monster OrgO forgot to do so I figured someone best do something to it. It's not OrgO quality (even though I had an artist friend help me with everything but the norm and gloss...) but its better than the standard quake skin by far. So you can download that here. Also if you would like you can download the knight skin and OrgO's skins here. (remember I only did the knight skin, all others were done by OrgO, so don't ask me about problems etc with those, I'm not even sure how long I am going to host these depending on OrgO's response to my e-mail) You can install the skins by putting them in your darkplaces/id1/progs folder, OR put them in darkplaces/*whatever mod name you want*/progs folder. If you just want to see what this new knight looks like check out the screenshot here. Finally if you have any questions about the .rtlights or skins check out my contact page for ways to get ahold of me. Thanks -romi P.S. I am very aware that this site doesn't work with IE7, they broke HTML compatability, not me, so screw Microsoft, revert back to IE6 or download firefox or even safari if you lean that way. -r
05/10/06 - It has recently come to my attention that I was misinformed about the .pk3 file overriding older lights, in order to correct this please delete any old .rtlights from your /maps folder, I am sorry for any problems this may cause. -romi
03/21/06 - I've been asked by a number of people about creating and editing their own .rtlights, or simply editing my own. Although not a complete guide I have wrote up a small list of the console commands needed and what they do. You can grab the txt file here. It's been alot of fun little updates but I'm sorry to say they won't be as frequent as I have to get back into my Masters studies as well as teaching. Have a blast all, I promise I'll update in the future again. -romi
03/21/06 - More good news, I have updated the rtlight build once again, major change in format this time, I now offer it as a .pk3, so instead of extracting you can just place the .pk3 and whatever mod folder you want the lights/cubemaps and whala! it works, and overrides if necissary. I added a quite a few more cubemaps, although as far as cubemaps go I think I'm done (I'm looking foward to Kedhrin's Quake10year project to see some more cubemap/textures, I know alot of you have been asking for this, trust me its coming). I'll be doing a few runs through ID1 just to make sure everything looks good. I hope you enjoy this latest build. -romi
03/16/06 - I have good news and great news, the good news is that I updated all the .rtlights so that there is a minimal amount of "black water" in ID1, just as I promised (go download it dammit!). The great news is I also used the cubemaps included in a great deal more places than in the previous build, I suggest checking out e1m5, e2m5, and especially e4m3. The secret news for those of you who read the entire news post is that I am planning on adding more cubemaps. -romi
03/15/06 - I realize updates are few and far between these days, reason being I was very happy with the last .rtlight build. Due to changes in the Darkplaces engine and how real-time lights react with water I have decided to do a quick brush up on the lights to make pure .rtlights mode more playable, as before I still suggest using r_shadow_world_lightmaps at some very low setting, probably .1 or .2. I have just finished E1 and should get through the rest of Quake in the next few weeks, again this is not a major update, but I promised I would make changes if the need was there, and it's there now. I am also planning on revamping the screenshot section, as some of the shots I am unhappy with. -romi
03/08/06 - A day shy of my birthday PlanetQuake bestowed me with a wonderful gift. Although not technically a mod my project was selected as the Mod of the Week (MotW) for Quake 1. A wonderful honor for the project. This also serves as a review (another first) for the lights in general so feel free to check it out at planetquake. Thank you PlanetQuake (and The Happy Friar for the review). -romi
02/08/06 - I have had a few comments about how my .rtlights react to water in the latest DarkPlaces build. It has nothing to do with my .rtlights and everything to do with how DarkPlaces deals with water brushes, personally I think the change is for the best. If you don't like "black water" than I suggest using r_shadow_world_lightmaps ".2", which will get rid of those kinds of problems, hope you are enjoying Quake in Real-Time! -romi"
10/13/05 - By popular demand I have added a screenshot section to show off various eye candy that .rtlights allow. Of course screenshots can't capture the real glory of real-time, because they are static, the real experience can only be found in game or videos of in-game action. -romi
10/11/05 - As a kind of closure to all of this I have updated the website one last time to give it a more refined look and so that people can navigate it easier, this means I got rid of alot of the other sections, but some of the information was getting out of date. Other updates include the FAQ, CONTACT, and LINKS page. Enjoy - romi
10/05/05 - This is it, its all done, I am satisified, and can honestly say these lights kick ass. They are the best I have ever done and I believe are up to Id standards. On a sad note this also means the end of the .rtlights project, 3 years ago I started making .rtlights for Quake using the darkplaces engine, its been a crazy time, I got to meet LordHavoc in person, which was a blast, got the opportunity to help Zombie with some storylines for his maps, and even helped with Nexuiz (although not as much as I would have liked). Its a big weight of my shoulders though because this really took me alot of time and effort for just a hobbie. My goal was to play ID1 in real-time and never stop to think "gee this looks bad" or "i wish i could have done this better", i think Id would be proud, I hope, then again maybe I'm going overboard there. What the hell are you waiting for, go the rtlights page and go run through ID1, I hope you have a blast. -romi
09/19/05 - Althought not .rtlights related Zombie has released his latest map A Place of Malice, which I contributed the story and PDA's for, its a fantastic map if you have the Doom 3 Expansion, you can see screens and pick it up at his site located here. - romi
09/13/05 - As a treat for all the fans I have made a new background (many previous backgrounds can be found at www.planetquake.com) this one is showing off ID1 enjoy! - romi
09/13/05 - I have just finished with Episode 2, making Quake 1/2 completed, these new .rtlights run faster (at least on my machine) look better, and even have a few suprises, like cubemaps... I have also started work on some texture replacements for some of the more commonly occuring textures that I also happen to be able to recreate, like a chunk of the rock and grass textures. I'll be updating with some new screenshots once I make some more progress. Beta testers, now is a good time to start e-mailing me, so don't be afraid. -romi
08/24/05 - Okay things are progressing well, Episode 1 done is completely done, I even threw in a few cubemaps for the sake of maintaining the original look of some of the lightmaps (namely cone lights, which were used in some of id1's metal theme maps) now I am in need of something I never have asked for before. I need beta testers, the more the better, because I need to know what performance these are getting on other machines, not to mention comments on what is to dark or to light, wrong color etc, if you are interested please email me at folgianleoht@hotmail.com, please put beta tester as the subject line. -romi
08/16/05 - Ressurected for QEXPO I have updated the RTLIGHTS page with my old .rtlights (old being last years) if your looking to run through all of ID1 in realtime with major speed improvements from the standard lightmap conversions load em up in your /maps folder -romi