#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
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.
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
#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
#14678 posted by
quaketree on 2015/01/14 16:24:07
"
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."
Just use bsp2wad and re-extract them. Takes all of a second or two.
http://www.quaketerminus.com/tools.shtml
Ok This Is Going To Be A Fun Year For Q1sp
#14679 posted by
Skiffy on 2015/01/14 16:42:34
:O
#14680 posted by mjenso aka seir on 2015/01/14 17:11:53
Now I want to recompile all my old levels... :O
Ugh
#14681 posted by
Zwiffle on 2015/01/14 17:49:52
Stop adding new stuff to Quake! I still don't know how to do skyboxes or colored lights or Quoth or knight models!
Quick, Add Thong Shading Now Just To Troll Zwiffle
#14682 posted by
Kinn on 2015/01/14 18:02:08