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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Ericw 
awesome! 
 
"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 
i've got this error
what gives?
dp engine http://quaketastic.com/files/screen_shots/dp_error.png 
 
Does it work in a normal Quake engine without mods? 
Yeah The Dp Just Run Quake Fine Without The Error 
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 
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) 
 
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? 
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 
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 
 
There is macos trash inside the zip 
 
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 
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. 
 
DaZ - Abandon all subtlety. :)

-dirtscale 2.0 (or higher!) 
So 
Would spotlights on critical points + decent minlight + AO pass be good enough? 
#14663 
Well slap my salamander - that's an incredible effect 
So... 
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 
 
Oh...... 
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! 
Source-code not included though? Or am I missing something. 
 
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 
with: http://imgur.com/DeokKU6
without: http://imgur.com/xSjYZ6f

Free Beer unlocked. 
 
This is good timing too. Right at the start of a fresh year of mapping. I'm excited! 
 
Anything else we can pilfer from the Quake3 tools? :P 
 
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