This one is a monster. I made sweeping changes to lighting that makes everything more physically accurate, but requires complete relighting of the existing episodes, sending me back to square one. Episode 1 needed to be re-remastered, but damn I'm happy with how it's looking now.
How to run:
- First ensure you have a commercial copy of Duke 3D installed somewhere (Duke Nukem 3D: 20th Anniversary World Tour is ideal for normal map support, but not required)
- Unzip the release package
- Launch via launch-duke-rt.cmd exclusively, do not launch via Raze.exe
- Follow the instructions if it's your first run
- Find your Duke 3D install
- Find and copy over your normal maps (if you are using Duke Nukem 3D: 20th Anniversary World Tour)
- Download and copy over voxels
- ENJOY
The new stuff:
- Total, cohesive relighting
- Stripped out all built-in map light effects and shadows and replaced with realistically motivated light
- Made all light fixture textures on walls or ceiling automatically emissive
- Made old in-game light level effects apply to those light surfaces for pulsing and dimming behavior
- Added a system to manually place new light fixtures in places where levels lacked them
- Manually added new lights all through episode 1 level areas with no actual light motivation
- Added auto-exposure system to adjust light metering when transitioning between dark and light areas
- Multiple metering modes and deep tunability
- Made defaults for both SDR and HDR rendering modes
- Went through all episode 1 main levels and adjusted emissive surfaces, added new lights, etc.
- Fixed bug causing base albedo floor to shadowed surfaces making non-metal surfaces seem to glow
- Added manually tunable diffuse material and metal material brightness floors for surface legibility
- Stripped out all built-in map light effects and shadows and replaced with realistically motivated light
- Added red glow effect to enemy laser fire
- Fixed missing skyboxes on levels like E1L4 and E1L5
- Fixed skyboxes looking deep-fried
- Fixed flickering light effects from weapon impacts like the devastator
- Reduced muzzle flash intensity and reach (cowards)
- Even more launcher/installer simplification
What's coming up:
- Episodes 2 and 3 re-remastering
- Some more performance improvements
- Volumetric effects like smoke
- Water effects