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Tyrutils-ericw V0.15.1
Hey, I got around to setting up a website for my branch of tyrutils: (complete with lots of screenshots of different settings of AO, sunlight, etc!)
http://ericwa.github.io/tyrutils-ericw
and making an "official" release of it.

Nothing major changed compared with the last snapshot (may 1st), but a couple new things:

* .lux file support from Spike, for deluxemapping
* gamma control with -gamma flag and "_gamma" key
* rename -dirty flag to -dirt for consistency
* fence texture tracing is now opt-in only with the "-fence" flag.
* light should run a bit faster


This doesn't have lit2. Not sure what to do with that, tbh.

If there's a demand for it, I was thinking I could make a tool that upscales all textures in a wad by 2x or 4x, and adds a "-2x"/"-4x" suffix to the names. You could then manually get the higher-res lightmap on certain faces by applying the upscaled texture, and lowering the texture scale to 0.5 or 0.25 in your editor.

The only real disadvantage of this hacky method over lit2 is more face subdivision by qbsp. This isn't great, but it shouldn't be an issue if the hack is used sparingly (and bsp2 can be used if needed for higher face/vert limits.)

Anyway, enjoy, I hope this is pretty bug-free.
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Aelf 
That looks like a custom engine screw-up. What engine are you using? 
 
When you change the color, it reduces the intensity of the colors that you don't want. If a white light has RGB color of 1, 1, 1 and you make it pure blue, the color becomes 0, 0, 1.

You could reduce the brightness 1/2 by making the color 0.5, 0.5, 0.5

I don't think the light program compensates for this and maybe it's what you are seeing. 
Rick 
That's not the problem at all here. Look at the image - that's an engine thing. The light program just can't blow the lightmap brightness up like that. 
 
Okay, you're probably right. The picture was so dark I couldn't really see anything other than the white and blue blobs, and I was too lazy to turn the gamma up. 
Hmm 
White and colored lights shouldn't have vastly different intensity / falloff, and if anything white will be brighter than colored as Rick was saying.. so something is wrong here.

Is the "_color" key set on the white lights (the dim ones on the right)?

The engine's brightness/contrast controls are blowing out the colors so it's hard to tell what's going on. Also assuming that is Darkplaces, you can view the lightmap only by entering "gl_lightmaps 1" in the console. 
#755 
It's clearly amplifying the light instead of reducing.

Somehow, it seems to be adding the color to the light instead of multiplying. 
Ericw's Right 
It's Darkplaces. Only the color lights have "_color" key. I'm at work right now but AFAIR I didn't use any "_deviance".

If anyone wants to check it, I could take more screenshots with higher brightness or should I mess with any other parameters?

I'll check the same settings in FitzQuake and will let you know. 
Rtlights 
Use floats, ie values between 0 and 1.
Values greater than 1 will either oversaturate or be divided by 255, depending on implementation (welcome to the wild west).

The lighting in that screenshot actually has nothing to do with tyrlight[-ericw], because the engine you're using is basically ignoring its output and making up its own thing based on the map entities.
set r_shadow_realtime_world 0 to get it to behave properly. This'll also boost framerates significantly, so a double win...


ericw, how about a feature to ignore/strip certain lights so you can more easily set up rtlights without damaging static lights? maybe 
Ah Yes, Darkplaces 
Loathe as I am to suggest continually adding fudges to support all the different implementations custom engines expect - on the compile side, would it make sense to always normalise 0-255 values into 0-1 values when saved to the bsp? 
Fgd File Updated 
I've updated my FGD file for version v0.15.9 of Ericw tools so you can now set phong on brush models and projected textures on lights.

https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Tested with J.A.C.K steam release 
Thanks Daz! 
Spike, ah, rtlights explains it. Hmm maybe a key to omit an entity from the bsp could be handy, although in this case the mapper could just use colors values in 0-1.

I kind of hate to add hacks like scaling the "_color" values in the bsp to 0-1, although I suppose it improves compatibility with darkplaces "auto-rtlights" and should be pretty safe. 
Floats Do It! 
Thank you Spike! As soon as I changed the values into floats, the light got rendered nicely.

Also, when I turned off rtworld, as suggested by EricW, the rendering was pretty close to how FitzQuake does it. Although, I do have to admit it, it's a bit bland this way.

If anyone wanted to check a poor presentation of the above, go to https://flic.kr/s/aHskVVmHss. 
Face->numpoints > MAXEDGES (64) 
Got this error when working on my map, after I made a brush that was way too finely curved for its own good. Is there any solution other than just having rough edges? :( 
 
Csg Split it into several smaller brushes? 
 
More than 64 verts will crash most Quake engines, since engines also contain code that assumes that the max verts in a face is 64. Example: https://github.com/id-Software/Quake/blob/master/WinQuake/gl_warp.c#L148

So you definitely want to keep the tools error and correct your brush instead. 
 
Can't the BSP compiler split such brushes automatically? 
 
New beta:
https://github.com/ericwa/tyrutils-ericw/releases/tag/ericw-v0.15.10-beta1

Has the .map conversion feature in qbsp, so you can do:
qbsp.exe -convert valve mymap.map
and it will write out a copy of the map in Valve 220 format to mymap-valve.map. It can also convert to "quake", "quake2", "bp" (quake 3 brush primitives).

I labelled it "beta" because it's not tested enough, light has a large change to how sample points are positioned. (so unexpected black faces should never happen any more, e.g. this
My God 
so unexpected black faces should never happen any more  
Hopefully.. 
at least one of the causes is gone. 
 
I think you may have added in a cause:
0.15.9
0.15.10

Also, would it be possible to turn off the bouncing for styled lights with an option? It's causing a lot of "too many lightstyles" warnings on my map.

In more positive news, converting my map seems to have gone off without a hitch! :D 
 
So it's the black artifacts around the floor tiles? Was that shot with -extra4? I should be able to reproduce it.

re: bounce, good point, it should be opt-in, I guess. "_bounce_styled" "1" worldspawn key?

Thanks for testing and glad the .map conversion worked! It should be pretty trouble free because all the brush planes are passed through losslessly. 
 
No, no -extra4 or soft. I haven't been using those parameters as I test the map. If you like I can create a github issue with the .map and perhaps a compiled .bsp/.lit? I did just try splitting off the problem area into its own map but I couldn't even reproduce the exact lighting I have... 
 
Sure, or just emailing me the .bsp + .lit is fine too. I was just trying to reproduce it now. 
 
Also, interesting tidbit but nothing of any real issue: Converting the map to valve format through your tools seems to have reversed the order keys are listed in for TB2. Classnames are now at the bottom rather than the top. Not the case for newly created entities of course. 
Lol 
thanks for noticing that, should be harmless but I'll fix it! 
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