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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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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! 
 
Poop, it really did not default to level 4 indeed. Yes, please change that!

spy, necros, DrLabman, please re-run and update the table. ;)

Still fast! 
Using .wad Vs .hlwad 
So it works fine from the command prompt and regular .wad files after I changed the .map file to remove the hl from hlwad (that was the only changes I made to the .map file using notepad). So as near as I can tell the issue is in being able to read hlwads (WAD3 I do believe). So worst case situation I guess I can make something in Hammer, and then turn what I can into detail brushes once it's close to being done.

I will still make a shit map though... so there is that. :P 
Yay! 
 
Fixed Snapshot Download 
Sorry about that, b0rked the original link and had a directory permissions problem on the actual upload as well. More coffee next time! :)

http://disenchant.net/files/utils/snapshot/tyrutils-0.6-23-g3676261-win32.zip 
Snapshot 
wad3 working Thanks again 
Yup 
I concur. And that detail-skip thing now works perfectly, for entity-free glass in maps. 
 
Preach- can you elaborate? Been out of the scene for a while- how would I use these tools to get entity-free glass? 
Glass Demo 
Here's a demo map:
http://www.quaketastic.com/upload/files/single_player/maps/glass.zip

The trick relies on a "detail" brush which is "skip" textured (which wasn't possible before tyrann's compiler). Skip prevents the brush from being rendered, and detail keeps it out of visibility calculations.

We start with a frame for our glass built out of regular brushes. A na�ve attempt would build a single rectangular detail brush to fill the frame and give it the skip texture. The problem is that the insides of the frame will still get clipped away by the detail-skip brush, so there's a visible gap in the level.

The fix is to build our detail-skip brush in such a shape that it doesn't clip anything away. In the example map each side of the window pane comes from a different brush. Each brush is a square-based pyramid, with the square face exactly filling the frame of the window, and with the apex of the pyramid sitting in the space inside the window (we don't care too much what happens in there because it's out of bounds).

You could pretty much do this already with just a func_wall covered in skip textures, the innovation is that you don't use an entity any more. In theory this also makes the trick mod-neutral, although in practice mods which don't support func_wall are vanishingly rare. 
DM/SP Only Walls... 
I can't figure out how to make walls only appear in SP or DM only. Any ideas? I've tried to change the check the DM spawnflag for invisible walls (as a clip brush entity) but it clips no matter what mode. 
 
Ah, I see what you mean, thanks for that. I thought you meant glass as in semi-transparent, not a see-through solid, like apsp2 which appears to just be relying on wateralpha and a gray textured liquid turned func_wall. 
Snapshot... 
Fixed the issue for myself as well. Thanks Tyrann! 
 
I suppose that you could also use the skip\detail trick to apply a shadow with no obvious source like the Quake symbol in e1m3 (I think?)instead of making a skybox and then tying func_illusionary to a sky brush to hide it. 
5th 
Not sure I understand the issue, but if its a func_wall then NotDM should work no problem.

The inverse is applying the easy/medium/hard flags.

Could be that the detail faces are added to the map regardless of any entity controls though. 
 
I set the spawnflag for the func_wall as 1792 but it refuses to compile. I'm trying to make it so that the level will work in both SP and MP like the original Quake Maps did. Here's what happens when I compile -

http://s12.postimage.org/a47u1tqxp/error.jpg 
Ah 
It leaks. Just guessing, but I think this is the issue - func_walls don't block vis, so you can't have them between you and the void, only solid brushes can be your level structure. 
And 
For some other reason the leak is causing the bsp not to be built. 
Can't Be So! 
and the reason I say this is that it gives the leak errors on successful compiles (the map isn't finished yet and there are areas open to the void).

I think there's another problem at work, I'm using spawnflag 1792. 
Fifth 
You can't have funcs consist only of clip brushes - there need to be visible brushes (i.e. brushes with visible textures, skip works too) to define the models' boundaries. Add a small brush in the bottom left corner and another one in the top right corner in order to determine the entity's length, height and width. Those brushes should to be outside the actual room (inside floors/walls) so they aren't visible. Of course you can also make a frame around the whole wall and have the clip brush inside. This will create a dynamic wall which blocks players and monsters, but not shots and visibility. 
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