DLE - Lighting How-To




Introduction

D2X-XL supports two different lighting methods: The standard method, where all light information is pre-computed by DLE (or DMB2), and OpenGL style lighting, where D2X-XL computes a level's illumination when the level is loaded, using formulas similar to OpenGL.


Standard Lighting

With standard lighting, DLE computes each vertices' brightness and color depending on all light sources that affect that vertex. You can influence a vertices' brightness by adjusting light range and overall brightness in the light tool, and also by changing the brightness of any texture that is used in a level (that means you can even turn textures into light sources that were not initially emitting light, and vice versa). This gives you great control over how a level is lit.


OpenGL Style Lighting

With OpenGL style lighting, D2X-XL uses the brightness and color values of a level's light sources to compute the light in the entire level. The only way the level designer can influence the result of this operation is by adjusting the brightness values of the light sources in the level.


D2X-XL and Colored Light

Be aware of the fact that as soon as you chose to have D2X-XL use colored lights for non D2X-XL levels (e.g. Descent 2's main campaign or any other standard level), D2X-XL will use the OpenGL style lighting method to compute a level's static lighting (that is the light emitted by stationary, indestructible lights). D2X-XL will also do that if told to use colored light in a D2X-XL that doesn't contain any light sources that have been assigned a color by the level designer.


Adjusting Texture Brightness

You can adjust a texture's brightness in the texture tool. Select a side bearing the texture the brightness of which you want to change. If the texture is an overlay, make sure to uncheck the "use 1st" and check the "use 2nd" check box. Then adjust the texture's brightness with the slider or directly enter a value. This function is particularly handy to decrease the over the top brightness of some animated panels. Note that any such adjustments are fully compatible to all Descent 2 program versions as they directly influence standard lighting.


Conclusions

To light a level, it is therefore recommendable to adjust light placement and brightness for OpenGL style lighting and make sure the level looks as desired with that lighting method. Once you're satisfied with that, adjust DLE's standard lighting parameters until you are also satisfied with the mines standard lighting.


Tips and Tricks

  • Don't use many light sources in close vicinity as their brightness adds up and very quickly oversaturates.
  • It is a good idea to put lights into slightly recessed areas - this will decrease their range and create very atmospheric lighting effects.
  • To create some dim ambient light, add a very low brightness value to a few textures widely used in your level, e.g. some rock texture.
  • You can do the same to make e.g. a door visible in an otherwise dark area.

News

A new D2X-XL update fixing broken screen resolution persistence is available

There is yet another D2X-XL update is available (the new Pumo Mines broke a few things ...)

Believe it or not: There's a new D2X-XL version online!

Uploaded updated D2X-XL and library source code that compiles with Visual Studio 19

After a really long time, another new DLE version is available

A new DLE version is available (hear, hear!) :D

A new Max OS X version of D2X-XL is available!

D2X-XL now offers a cartoon style render mode!

New D2X-XL and DLE versions are available

Blarget has got his own area in the level spotlight

New D2X-XL and DLE versions are available

A couple of levels have been added to the level spotlight

Hooray! We're finally having a new Mac OS X version of D2X-XL!

D2X-XL now features an observer mode for multiplayer games

A new D2X-XL version with improved multiplayer synchronization is available

A new D2X-XL version fixing out of sync problems in multiplayer games is available

A new D2X-XL version with many multiplayer bug fixes is available

Added high quality (ogg) Descent 1 and 2 music to the downloads area

A new D2X-XL version with important bug fixes is available

D2X-XL compiles and runs on Linux again!

Descent 1 and 2 high res textures are now available as complete downloads

A new DLE version with a ton of bug fixes and improvements is online

A new D2X-XL version is online

A new D2X-XL version with a much needed bug fix is online

A new DLE version is online

Published another DLE version with more bug fixes and improvements by Sirius

Published a new D2X-XL version

Published a new DLE version with tons of bug fixes and improvements by Sirius

D2X-XL now supports Oculus Rift 3D headsets!

Updated DLE and D2X-XL to support new level features requested by Pumo

Added an article about DLE's new tunnel generator to the worklog

DLE's new tunnel generator is finished

Added a new article to the worklog

Published a new DLE version

Added a new article to the worklog

Added two new articles to the worklog

D2X-XL and DLE-XP now support triangular segment sides!

DLE-XP has an OpenGL render and 1st person view!

New DLE-XP version available

Wrote a new worklog article

Check out DarkFlameWolf's level spotlight section!

New DLE-XP and D2X-XL versions are available

A new DLE-XP version is available

Added a worklog article about the way point feature

Added way point support to DLE-XP and D2X-XL

Posted a bunch of new screenshots

Posted a bunch of new screenshots

A New version of DLE-XP is available

New OS X version of D2X-XL is available!

Added article about lightmaps to worklog.

New article and video added to worklog.