#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.
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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?
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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
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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...
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Ericw
It should be fun playing with that, can't wait to see how it will affect future quake maps.
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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.
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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
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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!)
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So
Would spotlights on critical points + decent minlight + AO pass be good enough?
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#14663
#14667 posted by
Kinn on 2015/01/14 14:56:31
Well slap my salamander - that's an incredible effect
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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.
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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.
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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
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It Works
#14673 posted by anonymous user on 2015/01/14 15:59:44
#14674 posted by
JneeraZ on 2015/01/14 16:04:12
This is good timing too. Right at the start of a fresh year of mapping. I'm excited!
#14675 posted by
JneeraZ on 2015/01/14 16:04:25
Anything else we can pilfer from the Quake3 tools? :P
#14676 posted by
JneeraZ on 2015/01/14 16:15:15