CrowLite beta2 (7/24/97) Coded by Stephen Crowley Original source by John Carmack Lightdis mods by Janis Jagars (Disastry) Thanks to Troy "ArchVile" Mann for lots of help with the area lighting This program should run anywhere between 10%-300% faster than the standard light.exe depending on the complexity of the map and the number of light sources, providing you vis the maps before running fastlite on them. Also, it supports the Lightdis mods. Read below for details ***NEW*** Area Lighting This is a really cool new feature i'm working on, it makes sky and lava brushes emit light, thats right, the entire brush emits light. cool eh? Be sure you actually use a sky brush and dont just change one side a normal brush to a sky texture, it wont work if you do that. It's enabled by default just use -noarealights to disable it. Before you can use area lighting you must use crowqbsp, it has do to with sky and lava surfaces not being split, also it must support transparent sky, and lava leafs. This is also very slow, but using -areadensity can vastly affect the performance. Note: the amount of light that the extures emit is fixed in this version, it will be configurable in the future. *** Warning: area lighting does not work on maps that are not qbsped with crowqbsp, sorry but maybe i can find someone with a good qbsp to add my changes. --- Usage --- usage: crowlite [-novis] [-water] [-nopointlights] [-noarealights] [-extra] [-dist num] [-range num] [-areadensity num] bspfile -novis does not use visibility info, used for speed testing or debugging, also makes area lighting ever slower -water use this switch if your qbsp does not support transparent water. If it does then you do not need to use this. Note: crowqbsp does support trans water -nopointlights skips standard point lights and only does area lighting -noarealights disables area lighting -areadensity this sets the resolution, and thus the quality, of the light that sky and lava brushes emit. Default value is 1.0 for pretty good quality, lower values are worse quality, higher values are better quality but slower. I would go no less than .7 and no higher than 2.5 new keys can be used to specify light entities' direction and fading. ** key "mangle" specifies light entities' direction. key must have 3 values. first value is "yaw" angle (degrees), second - "pich" angle, third - not used. dont mix with intermission camera's key "mangle" which specifies X, Y, Z of point where the intermission camera looks at. example: { "classname" "light" "origin" "384 192 256" "light" "600" "mangle" "90 -45 0" } ** key "wait" specifies light entities light fading. key must have 1 value. lower value makes light fade slower. actualy does the same that commandline parameter "-dist" but only for entities that have this key. commandline parameter "-dist" still works. example: { "classname" "light" "origin" "384 192 256" "light" "600" "wait" ".5" }