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TyrUtils V0.11
TyrUtils v0.11 has been released:

*Support BSP2 format (qbsp requires the "-bsp2" command line option)
*qbsp: Fix animating texture bug when brushes are textured with alt-animations
* qbsp: Fix a crash in tjunc calculations
* qbsp: Exit with error if verticies exceed 65535 (BSP29 limit)
* qbsp: Add experimental "-forcegoodtree" command line option (thanks Rebb)
* vis: reduce "leaf recursion" error to a warning and continue processing

Download from the utils page as usual (Win32 / OSX / source).
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just noticed a bug with dm3: the sky is blocking rays for the AO calculation. will be fixed in the next build. 
I fixed that locally too - be advised that rays that think they start inside a skybrush will also return 0, so once you fix that you'll still get a dark line along sky edges sometimes.

I felt TestSky and DirtTrace needed to be better unified, since they both test against the world slightly differently. that was on my todo list. 
I Should Just Get A Github Account Already 
That Reminds Me 
I put my code up on github:
ao is in the "ao" branch.

be advised that rays that think they start inside a skybrush will also return 0, so once you fix that you'll still get a dark line along sky edges sometimes.
yep, noticed this too. I'm not sure if there's a way to fix that, other than just using -extra4 - the problem gets averaged away. 
New Experimental Builds 

The doc/light.html file is updated with the new stuff, the main things are:

worldspawn keys:

"_sunlight_penumbra" "n"
Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for super diffuse sunlight. Default is 0.

"_sunlight2" "n"
"_sunlight2_color" "r g b"
Set the brightness/color of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas. Needs to be a bit brighter than it would with aguirre's, try 150. Default 0.

"_dirt", "_sunlight_dirt", "_sunlight2_dirt", "_minlight_dirt"
enable (1) or disable (-1) AO on specific types of light. "_dirt" "1" turns it on for all lights that don't override it to off with "-1".

light entity keys:

"_deviance" "n"
"_samples" "y"
Convert the light into a sphere of randomly positioned lights with radius "n" (in world units). Useful to shadows cast by the light a wider penumbra. "_samples" must also be set to a number greater than 1,try 16 or more for higher quality. Default is 0.

"_dirt" "n"
Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable AO, 1 to enable.

Note if you were using "_nodirt" "1" from the last build, that's changed to "_dirt" "-1".

Usual "may be buggy" disclaimer, and thanks to q3map2 for most of the code! 
Woot, Sir 
Monsieur, with these Rocher, you are really spoiling us!

Gonna dig out an old map and play with this for sure! 
i have to say, we've been really blessed with some extremely talented tool programmers.

Aguirre, MH, Warren, rebb, Tyrann, ericw...

If it wasn't for you guys, we'd still be mapping with plain old tools that died on the slightest complexity, ran on a single core and still used stock limits. 
How many episodes would Tronyn have made? 
Testing Out The Lighting Now... 
Does seem to take a bit of time to compile (without even putting dirt into it) 
It's amazing to me to see how the Quake tools continue to evolve and keep improving. It's really cool. After, what, 20 something years? Man... 
Cool. The _sunlight_penumbra creates 100 suns currently and _sunlight2 around 200. I should probably lower these for a base compile (I.e. not -extra) to speed it up a bit 
Could You 
Make it a parameter?

It'd most likely have to be fixed or something though to not completely break it when some mapper puts in 666 or 43535.4

0 = 10
1 = 100
2 = 200
3 = 400
...Or whatever makes sense with the code :) 
1.5 = 150? 
unchecking extra 4 seems to make the compile quick anyway and when I'm just testing I will also uncheck dirty to speed that up too.

I guess putting on crappy graphics mode was standard back in the day anyway when you're deep into mapping? 
Oh Ok 
Yeah -extra4 should be 16x slower than plain mode, -extra should be 4x slower.

With stuff like AO and the options that make 100s of suns, you end up with way more processing per light sample than before, it makes sense to go back to using non-extra mode while mapping, and only doing -extra4 for the final compile. 
Sure, I can add an option for the quality of _sunlight2 and _sunlight_penumbra, the only reason I didn't is to avoid adding too many command-line options.

Though the bjptools solution of automatically scaling up the number of suns with -extra and -extra4 is kind of elegant. 
when is someone going to add extra8? ;)

Get dem high def shadows 
when you use -extra4, it's like using a raytracer to render a 400x400 pixel image, then scaling down to 100x100 in photoshop, versus rendering at 100x100 directly. The final resolution is the same, the -extra4 version just has imperfections smoothed out.

For actual HD shadows, you'd need a new file format, like a high-res version of .lit, and engine support :(. I was just asking spike yesterday, no one's build such a format for q1bsp as far as he was aware. 
.lit2 go! 
That's quite interesting to know, I thought it was genuinely higher res. :) 
I meant just make it less controllable to avoid weird numbers messing up the distribution.

But using the levels of 'extra' makes much more sense. 
But using the levels of 'extra' makes much more sense.
it does and it doesn't. decoupling sun count from -extra means you can do tests with higher number of suns without the lighting pass taking 30 minutes. 
Compiles Slow But It Looks Great... 
how is the tree casting a shadow if it's a model? 
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