16-bit vs. 32-bit vs. 32-bit 2X Lightmaps - by LarryG
sNeaksieGarrett on 17/10/2012 at 22:46
Hmm. I've noticed the rainbowing in lighting on the default 16 bit lightmap for the OM I was editing, but I never noticed that before until now. Once I moved to 32 bit it was gone so I was happy, but I guess I'm just in denial that simply switching to 32-bit lightmapping will be enough. Then again, I suppose it's really more a stylistic choice. I really don't want to go back to 16 bit though, since it has that rainbowing effect.
So basically if I'm understanding you guys right the 16-bit lightmaps have less color so to speak and therefore have a darker appearance, but when you get into 32-bi, there's more shades available to use so the lighting changes.
Albert on 19/10/2012 at 03:17
Quote Posted by Yandros
Somebody needs to make those hexagonal eyeballs spherical. :sweat:
(
http://www.ttlg.com/forums/showthread.php?t=140182&page=5) Your wish has been granted!
Well, somewhat... Depends on whether you think those are the eyeballs of Thief II, or the missing eyes of Audrey II.
muzboz on 21/9/2013 at 15:03
Great stuff guys, so good to see Thief always improving!
I've switched my level over to 32-bit 2x mode, and I think it looks sweet. So nice to get rid of the banding of the old 16-bit light maps.
I don't think I'll even bother trying 32-bit mode on it's own. My level is fairly dark anyway, so the 32-bit 2x doesn't seem to blow out for me, it just looks nice.
AWESOME!
Apiai on 22/9/2013 at 12:32
Be careful to check all your lights when you convert an FM to 32x.
Sometimes, somes lights with switchs are not working anymore. I've had some issues when converting old FMs to 32x, that's why now i only convert old FM to 32bits.
R Soul on 22/9/2013 at 20:32
Relighting should not cause switches to stop functioning. Something else must have occurred without you noticing.