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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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Yeah, I'm using the latest fgd. 
 
Is it possible to changing the defaults to 0? 
Suggestion For A Dirtmap Setting 
Looking at this screenshot (also had a similar thing myself playing around with mapping recently) http://i.imgur.com/81RoXoQ.png You can see that there is AO applied at very shallow angles. Maybe something like -dirtangle [degrees] would be a good setting to add. Where of course stuff under that angle would not be dirtmapped or something like that. 
Defaults 
All the values selected on the lights when you create them are the defaults. 
The Default 
state for any light entity is 300 light.

This is how it has always been. 
Or... 
I guess not all of that stuff is from dirtmapping but just how light works. So maybe something that makes faces with angles under a certain threshold have averaged normals, basically like angle threshold controlled smoothing groups. 
 
you can reduce _anglesense below 0.5 to help alleviate the shading problem in that tube. it may make the light look a little odd because it won't attenuate based on face normal as much. might take some tweaking to look good. 
 
Is anglesense something you set per light? 
Yo 
Yes you can set it per light with _anglescale. The default is 0.5 
 
Thanks :) Will play around with that when I got time. 
Yep 
you can set "_anglesense" per-light.

When I get a chance I'll try playing with normal smoothing again. The first time I tried it I was still getting hard edges, e.g. with sunlight shining on an octagonal pillar. 
 
It's too bad you can not assign any values to brushes, that way it could be controlled on a brush basis, which would make more sense from a user perspective. But having it as a global variable with an angle threshold should be enough I think. Maybe additional value for func_walls, func_detail and such might make sense. 
 
ericw: normal smoothing?? so like phong shading? that would be insane. 
Ericw 
phong shading would be sweet... how will it be implemented though? Quake 2 allows surface flags to be set but there's nothing like that in Quake 1. 
Super Hacky Way Of Doing Shit... 
might be to do it via textures. Basically have a version of the level which you just use to generate smoothing group data and compile before the other stuff or something. You could just have it be a bunch of textures that correspond to SG01, SG02, SG03..

That would probably be a pain in the ass to do though. Just plopping out dumb ideas here.

Or it could be integrated into the editor somehow, which just generates some file based on which faces the user has combined into a smoothing group. 
Half-Life 
HL's light compiler uses Phong to shade smooth curves. You can also setup "smooth groups" in hammer that can tell the compiler what brushes to perform smooth lighting on. A good place to start! 
A Long Long Time Ago 
I think I remember playing around with WC and you could assign a value(-1?) to a brush face(I used an octagon) and then when you compiled the map you could not see any hard edges? If you looked at the floor you could tell it was an octagon but otherwise no.

Am I crazy or does anyone else remember this? 
Damage_inc 
Are you thinking of Quake2 mapping? because ArghRad added a feature for phong shading via that method. Quake2 let you specify surface properties per face, so you could stick values into properties to set up smoothing groups for the compiler. (IIRC, you set a brightness value for the face as the smoothing group number, but didn't turn on the face's 'emits light' flag and ArghRad would look for that pattern)

Quake's .map format doesn't support any per face values, so there's no place to store any values for the compiler to know which faces to smooth. 
Ohhhh... Yes Scampie 
That's it! Now I remember, it was When I was teaching a friend Quake2 mapping. Thanks. 
DaZ 
Trying to use your fgd with Hammer (not Jackhammer) causes it to crash. Any idea why this occurs? The standard fgd by czg works fine. 
Hmm 
I haven't tested it with Hammer at all, I imagine there some syntax craziness going on! 
What Do These Error Messages Mean? 
*** WARNING 12: New portal was clipped away in CutNodePortals_r

*** WARNING 16: Texture __TB_empty not found

I got them while compiling a TB2-made map using qbsp from this branch. I've been compiling every so often to test things out and I mostly do not get any errors. Would just like to know what I could have changed that would have resulted in these errors (and hence what I should avoid doing in future). 
 
CutNodePortals_r is usually caused by complex brushwork, often occurs where several planes meet at one point and/or there are brushes with vertexes off the grid. If it gave coordinates, look there in your map to see what could be the cause.

Example, txqbsp_xt will report it like this:

WARNING:CutNodePortals_r: new portal was clipped away near (2592 -518 -40)

Texture TB_empty sounds like some kind of missing texture error where TB substituted "Texture __TB_empty" in it's place of its name. 
 
Depending on where it is, you can often just ignore a CutNodePortals_r warning, but sometimes it causes small invisible walls that'll block player movement. Turning complicated brushwork in the area of the warning into func_walls will also sometimes fix it.

I got a lot of this in my jam6 map due to the weird brushes making the damaged walkway, so I just made them a func_wall. 
 
"__TB_empty" is the texture name Trenchbroom puts on a face with no texture. If you know the brush, you put a texture on it, if not, do a find/replace in notepad or something and search for "__TB_empty" and replace it with some other texturename (Does TB/TB2 have a texture find/replace? if so, use that) 
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