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TyrUtils V0.5
It's been a long time, but finally I have something worth releasing, so here is version 0.5 of my map utils package:

* light and vis both now multithreaded on Unix and Windows platforms
* vis now writes a state file every 5 minutes so it can resume if needed
* qbsp and vis now support a form of detail brushes, similar to Quake 2. See qbsp.txt for further details.
* added a small optimisation to vis for a minor speedup (usually only 1-2%)
* build system re-written and lots of cleanups all over the code

Please test, break and report bugs as needed :)

* Announcement
* Utils Home Page
* Download: Windows, Mac OS X, source

My website has also had an update - let me know if I broke anything and hopefully the comments function also works.
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Please make the utils output a trailing newline! Borking the terminal is annoying. 
 
Might be the marksurfaces maybe?

$ wine bjp\ May\ 2006/Bspinfo.exe -prt cda.bsp
---- BspInfo 1.27 ---- Modified by Bengt Jardrup

cda.bsp
10439 planes 208780
33815 vertexes 405780
13782 nodes 330768
12871 texinfo 514840
26848 faces 536960
27641 clipnodes 221128
7878 leafs 220584
35183 marksurfaces 70366
119544 surfedges 478176
63331 edges 253324
137 models 8768
138 textures 1667656
lightdata 835596
visdata 1380694
entdata 71148

WARNING: Marksurfaces 35183 exceed normal engine max 32767
5238 vis leafs
18510 vis portals

$ vis cda.bsp
---- vis / TyrUtils v0.6-5-gd6ef234 ----
running with 4 threads
BSP is version 29
5238 leafs
18510 portals
Calculating Base Vis:
0....1....2....3....4....5....6....7....8....9....
Calculating Full Vis:
0..************ ERROR ************
\
CheckStack: leaf recursion 
 
base vis finished without problems of course, stupid func 
 
Could you support the -noambient, -noambientwater, -noambientslime, -noambientlava switches?

These remove the markers that get applied to visibility areas that cause quake to play the sky and water looping sounds. 
Lod Experiment 
I had done a small map using textures from Sock's website. Totally too much detail for vis.exe. Now with func_detail it works. vis in 135 seconds! Looks good, texture alignment stayed correct.

Gone are the days of poorly lit func_wall for details.

http://www.quaketastic.com/upload/files/screen_shots/lod.jpg

Tyrann Thank you

I'm sure your tools will cause more work for everyone with a WIP map. 
 
I haven't had to chance to really see func_detail in action yet, but your shot shows it off well (or rather doesn't show) since I can't tell what's detail and what's world. :) 
Stuff 
Spirit: Thanks, I'll try to reproduce the error tomorrow and fix.

necros: sure, will look into that.

mechtech: looks nice! 
Func_detail Test 
Textured normal
http://www.quaketastic.com/upload/files/screen_shots/detail1.jpg

Shows what I used as func_detail
http://www.quaketastic.com/upload/files/screen_shots/detail2.jpg

Vis on this room would be useless. func_detail lets the mapper choose to not vis areas that are not occluded. 
.. 
"It's very pretty, Bishop, but what are we looking for?" 
Hammer Wad Format 
Hi Tyrann! Thanks for putting the new version together with map 220 format support. I've tested the scheme I outlined for creating a solid, invisible window and it does work!

Unfortunately I have generated another feature request in the process...the Hammer editor works with a different wad format at the same time as map 220 - basically so it can have full colour wad files. So when I go to compile my map, it can't use any of the wads. My cunning plan to use a batch file to swap the wads for Q1 format ones didn't work - Hammer locks those files while running. So I am reduced to begging for more features, sorry to say. 
WAD3 
@Preach: didn't seem too difficult; care to try out this snapshot and let me know if it's okay? (I don't have any such files handy)

http://disenchant.net/utils/snapshot/tyrutils-0.6-23-g3676261-win32.zip 
CheckStack: Leaf Recursion 
@Spirit: BJP tools have the same problem with this generated .PRT file, except the BJP defaults to "-level 4", where I default to "-level 1". I suspect it's just a bad bsp->prt conversion job.

I wonder if you were specifying "-level 4" earlier when benchmarking, because that could explain those differences too.

I should probably default to -level 4 too. Any objections? 
 
Aren't level 1 to 3 mostly broken? 
 
i could swear it said level 4 when I ran it without arguments. will check later. 
Vis Test Levels 
I think the -level thing may be numbered wrong.
-level 4 takes 95 seconds. -level 1 was nearing an hour before I quit. I checked the .prt file and found the prt2 header.

my original test was done on -level 4 so maybe func_detail isn't the fix I thought it was.

Maybe I did something wrong checking.... 
It's Unlikely Tyrann Would Mix Them Up 
On some occassions, level 1 can take longer than level 4 indeed. 
All Good Then Thanks 
 
Wad 3 (.hlwad) 
I'm having the same issue with Hammer 3.3. When I compile using your qbsp the editor spits out an error message saying that the wad is not a wad file and the level compiles with no textures at all. However when I use another BSP tool (TXqbsp) the problem goes away and all is right in the world again (only with none of the extra features like detail brushes (which is why I switched over to your's in the first place.

The link to the snapshot above is borked so I can't try it. 
What Happens If 
You use an actual .wad file version of the .hlwad file for compiling?

In other words you have quake.hlwad and quake.wad in the same DIR, where they both have the exact same textures inside. 
Ricky 
I do have both in there actually as a matter of course. That way if I wanted to change the .wad using TexMex I could change both at the same time. 
Hmmm 
This is hacky - but if you load the .map file into a text editor, you could check that the path of the wad is set to blah...yourwad.wad wather than blah.....yourwad.hlwad.

I'm speculating here, but that might work?

It might not work either, IDK :P 
I Gave That A Shot... 
and hammer ends up changing it back to .hlwad in the .map file. Even when I don't save or export after I made the changes from .hlwad to .wad. 
Drive Or Text Editor 
Hammer adds the wad info without drive letter.
You could have the HL version on drive c: and the Q1 version on d: with the same path naming.

"wad" "\quake\qconverter\sockq.wad "

Or text editor Hammer uses sock.wad I just change the "wad" entry to sockq.wad.

Hacky yes 
 
I think the -level thing may be numbered wrong.
-level 4 takes 95 seconds. -level 1 was nearing an hour before I quit. I checked the .prt file and found the prt2 header.

my original test was done on -level 4 so maybe func_detail isn't the fix I thought it was.

Maybe I did something wrong checking....


No, that's what I meant about it being broken. You never ever want to run -level 1 to 3 because they take longer and are not as good as level 4. 
Tester 
Hi tyrann! Tried to download from your link but it's 404. I also tried to second-guess what was wrong and go to:

http://disenchant.net/files/utils/snapshot/tyrutils-0.6-23-g3676261-win32.zip

That gave me a 403 error instead. Ready and willing to try it though! 
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