OMG AO!
#14649 posted by Skiffy on 2015/01/13 10:38:49
Yea that does look usable indeed! Sign me up for that :)
Ericw
In the words of Daz, "you are a fuck".
#14648
#14651 posted by Kinn on 2015/01/13 12:04:18
Aye that's the biscuits, nice one :)
Ericw
#14652 posted by DaZ on 2015/01/13 12:36:49
awesome!
#14653 posted by JneeraZ on 2015/01/13 12:50:52
"and presumably quadruple the face count, but i'm guessing no-one cares?"
I guess it depends on the end result. If it looks good enough, it might be worth it.
Not Sure If This Is For Mapping Help, Whatever
#14654 posted by spy on 2015/01/13 19:04:32
#14655 posted by Spirit on 2015/01/13 19:13:21
Does it work in a normal Quake engine without mods?
Yeah The Dp Just Run Quake Fine Without The Error
#14656 posted by spy on 2015/01/13 19:25:28
i guess it's somewhat related to an fte compiler, with its all optimization turned on
i'm just wondering what the hell is vm_vlen 0/1
Oops
#14657 posted by spy on 2015/01/13 19:43:43
basically, when i'm running quake/mod via fitz(for example) it runs fine
when i'm running quake via dp it runs fine,
and when i'm trying to run the mod using DP, it crushes (vm_vlemn)
#14658 posted by Spike on 2015/01/13 20:08:03
qc bug.
vm_vlen is DP's internal name for the vlen builtin. the error is complaining about:
foo = vlen();
when the qc should have done something like:
foo = vlen(somevectorhere);
any modern qc compiler will generate a warning for that, so stop ignoring warnings and actually fix that stuff!.. whoever's qc mod that is...
Ericw
It should be fun playing with that, can't wait to see how it will affect future quake maps.
Future Maps?
#14660 posted by quaketree on 2015/01/14 01:08:13
Hell, any older map as well. You can always re-light any .bsp. You just can't change the individual lights, but anything usable in the light.exe command line is fair game.
AO
#14661 posted by ericw on 2015/01/14 09:54:44
Here's the experimental build of tyrutils light with the -dirty option hacked in! The light.txt explains all of the new flags.
https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0
#14662 posted by Spirit on 2015/01/14 12:16:54
There is macos trash inside the zip
#14663 posted by JneeraZ on 2015/01/14 13:54:27
Holy crap ... this is awesome! Looks great. Now I want to recompile all my maps and re-release them...
Thanks Eric!
https://dl.dropboxusercontent.com/u/161473/Misc/QuakeAO.jpg
That's with the -dirtydebug flag only. No lighting. LOVE THIS.
Ericw
#14664 posted by DaZ on 2015/01/14 13:57:11
You are a god :)
I just ran a pass on my jam3 level and it works great. I need to play with some of the options as the effect seems very subtle by default, although jam3_daz is a pretty dark map so maybe that is it.
More testing required! But I would say it's ready for everyone to use right now.
#14665 posted by JneeraZ on 2015/01/14 13:58:58
DaZ - Abandon all subtlety. :)
-dirtscale 2.0 (or higher!)
So
Would spotlights on critical points + decent minlight + AO pass be good enough?
#14663
#14667 posted by Kinn on 2015/01/14 14:56:31
Well slap my salamander - that's an incredible effect
So...
#14668 posted by Kinn on 2015/01/14 15:00:26
I understand "dirty" is a not-really-AO version of AO - how exactly does it differ? Because it sure looks like AO to me.
It Is AO
#14669 posted by rebb on 2015/01/14 15:15:19
Oh......
#14670 posted by Kinn on 2015/01/14 15:21:48
Yes sorry I got confused with the q3map3 "-dark" feature, which was the half-arsed version, not this one.
Good good. Just a silly name for it then.
Nice!
#14671 posted by hogsy on 2015/01/14 15:28:14
Source-code not included though? Or am I missing something.
#14672 posted by Spirit on 2015/01/14 15:44:14
hogsy, it is a diff against a git revision.
Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection.
base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad
It Works
#14673 posted by anonymous user on 2015/01/14 15:59:44
|