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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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Love these lights. Simple shot below ... the only difference is the addition of a lava brush.

https://dl.dropboxusercontent.com/u/161473/PersonalMapJam/PMJ_B.jpg 
Crash 
Light crashes when I tried this with surface lights =

_deviance 1
_samples 4 
Update 
I dont think it's surface light thats the problem.

I just made a standard light with the same keys and it crashes. 
May 1 Update 
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
getting lazy about making all of those direct links.. This has _deviance fixed. 
 
* light: fence texture tracing, for bmodels with "_shadow" "1"

Wait.. does this mean that a fence texture would cast a shadow of the fence? Isn't this a huge deal?? 
 
Sadly not... it only casts the bounding box I believe. 
 
There's also a bunch of dev spam from the current light tool ... no big deal, just messy.

jitterning blah blah, or something over and over... 
 
Yeah, the fences cast proper shadows if you use func_wall with "_shadow" "1" for the fence. This is with fence textures with the { prefix. It can be hard to see with the low light map res in quake, but could be useful in the right place. (Tree branches? A grate over lava?)

@warren, thanks for pointing that dev spam 
 
Are you sure? That's pretty crazy if that's true. 
Yeah 
I was trying to avoid posting a hideous dev screenshot ;)
http://imgur.com/aLGR9Az 
Nice... 
I had no idea it had this feature. 
 
I guess I made this thing just in time, then. 
Nice! 
 
 
Now you just need lightmap resolutions that are high enough to do it justice... :s 
Radiant Ent For Tyrutils .15 
I turned the entire tyrutils docs into a radiant ent for q1. http://www.filedropper.com/entities_1

I also posted the source of the individual ent lists that I created from the docs. http://quakeone.com/forums/quake-mod-releases/works-progress/11535-complete-tyrutils-radiant-ent.html

All keys, docs, everything are now included in the entity inspector 
Awesome 
thanks for preparing that, Gypsy! I think it would be nice to bundle with the tool next time I do a release if that's ok with you? 
I Don't Drink But Cheers Anyway :) 
@ok with me

I look at it this way. YOU did all the work, I just reformatted your docs to be ent nodes. Like quite literally that is exactly what I did. So hell yeah! Bundle away, brother. If I made some mistake somewhere or if I actually did forget something, please feel free to tell me and I will fix it.

You made one error in your docs though.

docs: "_surface_offset" "texturename"

"texturename" should be "n", right? If I am wrong then I need to fix the ent. 
 
Let me get a wild hair up my arse and I'll make you a fgd version too. Which will be a LOT easier cause fgd's let you make reusable "class chunks" that can be referred to by name within an entity.

I'll get on it eventually. I'm ented out right now. 
 
cool, thanks. You're right, that should be "_surface_offset" "n" (it takes a number), i'll fix the docs. 
Wild Hair Executed 
http://www.filedropper.com/quake

complete q1 fgd with TyrUtils keys included. Honestly, this is completely untested but I know my syntax is right and I didn't make any format errors. There is no reason why this shouldn't work.

You can head to my above posted quakeone thread if you want to see the more isolated changes I made to the fgd. (give me a minute to actually write that post)

Also in my entities.ent, I realized that I spelled prenumbra wrong in the worldspawn entity. sorry about that just add an "r" and you're golden or you can dl the fix below.

http://www.filedropper.com/entities_2 
Gypsy... 
is there a good place to find fgd's for other id tech games? I wouldn't mind downloading them all... 
 
Somewhere, I have like all of them. Give me some time to search some drives and I'll get back to you. If I find them, the latest post I made on my quakeone link above shows you how to "Tyr" them in like 2 minutes. 
Here Ya Go 
http://www.filedropper.com/fgd

I couldn't find any on any hard drives so I just did an ass-load of google searches and downloaded as many as I could find.

This includes:

Quake, Quoth2, Custents, Zerostoerer, Hipnotic, Rogue and ?RRP? (I have no idea what rrp is). If I kept searching I could probably find more. I remembered a lot of the original filenames/zips that these could be found in and I just googled those filenames directly. 
What If I Made A GUI For Eric's Tool Chain? 
Unfortunately it would be windows only :( cause I don't know any languages that are OS inspecific (well I know one but I doubt y'all want to deal with AIR).

Would this be something that y'all can use? Are there enough windows users for this to make it viable?

I have the skills to pull it off and I also actually have half the code written already due to a similar project.

If I get enough "do it"s, I'll totally bang it out. I really like what he is doing to the map compilers and I want to contribute from my end of experience. 
 
what is the tool chain? it's not just qbsp -> vis -> light? 
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