Lava Light
#176 posted by Tyrann on 2013/03/24 01:37:59
Yeah, I've been thinking about making it possible to set a global lighting level to emit a glow from lava/slime/water surfaces - separate values for each type though. Wouldn't be directed via mangle, but using sample points along the liquid surface.
Shouldn't be too hard but would want to make sure of consistent light levels above and below the water and will need to see how much performace impact it has.
Peachy
#177 posted by quaketree on 2013/03/24 02:15:33
No mangle is fine, I was just thinking that someone might find some uses for that somewhere down the line is all. Thanks for the answer.
Tyrann
#178 posted by than on 2013/03/24 14:07:02
Maybe you could allow users to set up a file called surfacelights.txt or something that contains a list of textures that should emit light? Maybe it could be defined in a worldspawn key? In addition, having separate support for _lavalight etc. in the worldspawn would be cool. It gets a bit messy if you want to support multiple textures and use different colours, attenuation formula etc. Perhaps it could be set up in a text file?
Rad
#179 posted by mechtech on 2013/03/24 15:38:46
I had used Q1rad worked well, the effect was cool, then it broke when the map got large. Maybe light emitting textures could be done with a separate util then appended to the light map. Keep the light program on target without adding more complexity to it.
My ability to write code is limited to cut and paste so ignore me as needed.
-noambient
The version of the tools I'm using doesn't support -noambient to disable sounds applied automatically to skyboxes/water volumes etc... I've resorted to using the vis compiler that is coupled with quake adapter worldcraft. Is there a commandline option I am missing on your version?
Ambients
#181 posted by Tyrann on 2013/03/27 23:04:23
Yeah, had it on my todo list but had not gotten around to it yet. You can be my beta tester!
tyrutils-0.6-46-g9c8cbfd-win32.zip
Brush Entity Shadowing..
Not sure this is always desirable. Is there a way to turn off shadow casting for brush entities? It may seem like a weird request but I have a moving platform on top of a kind of cylinder and I don't want the mover to cast a shadow under it. BTW, I've made good usage of _minlight for brush entities, it's a nice addition :)
Also..
the vis I'm using has options for -noambient, -noambientslime, -noambientlava etc etc.
FifthElephant
#184 posted by Tyrann on 2013/03/27 23:56:12
Brush model shadows should be off by default - they should only cast a shadow if you have added the "_shadow" key.
Those noambient options are what I just added to vis in the snapshot linked above.
Ah Ok
I did open the file and only look at the changelog, not the main text :P
Ok
I've had a look at it. The -noambient switches work, but I get CutNodePortals_r: New portal was clipped away messages now that weren't there with TreeQBSP, also it's now saying I have a leak again even though I had fixed all my leaks in TreeQ. Could do with a -noents option so that I can use pointfile to find whatever is causing the problem (the pointfile particles are all outside the map again, grrr!)
#187 posted by Tyrann on 2013/03/28 22:21:47
Try adding -particles 1000000 to the quake engine command line just in case you're running out of particles for the pointfile.
Tyr
It's not that, it happened with the previous version too. It just displays a line of particles completely outside the map.
When I used TreeQ with -noents it pointed to all the holes in the BSP before it pointed to the outside entities. I'm probably going to stop farting around with different compilers for this map now otherwise I'm never going to get it finished :P
(I have like 3 other maps I have started and need to get done too)
#189 posted by Tyrann on 2013/03/28 22:49:07
Ah, ok - I thought you meant it was not pointing at an entity at all. I'll look at adding that option.
#190 posted by metlslime on 2013/03/28 23:42:20
When I used TreeQ with -noents it pointed to all the holes in the BSP before it pointed to the outside entities.
Having entities that are accessible to the void is the definition of a leak. So you should probably not have entities outside the map (brush entities are okay, point entities are the problem)
Metl
The point is that I can't verify if it's a bsp leak *or* a void entity if I can't -noents, besides TreeQ and vis aren't signalling problems, just Tyr's latest version. It's all a bit weird to say the least.
Kind of having a problem with degenerating brushes for my terrain too, it's really odd. I'm losing interest in the map now, need to get it working as best as I can so I can move on.
This Might Be A Result
of using double precision floating point numbers in Tyrann's tools. It snaps vertices to integer coordinates if they are off by less than 0.0001, whereas TreeQ snaps them if they are off by less than 0.001. So if you have two vertices which are off by, say, 0.0005, they will be snapped to the same position by TreeQ, but not by Tyrann's tools. The result could be a microleak I think.
You're Obsessed..
with microleaks! ;)
I'm using TreeQ atm and I'm still getting weirdness. It's probably due to me using cubes rather than triangles for this tri-soup business. Honestly I'm fairly clueless, but the map seems to be holding up ok... just hope people don't laugh too much at me when I release the .map file!
If You Send Me The File
and indicate which brushes (line numbers) cause problems Incan probably give you a hint on what is going on exactly.
Oh,
I know exactly where the weird brushes are in the current iteration of the map, but it's stable and vising properly (except if you noclip to the bottom there are tiny little rooms between the brushes).
Honestly it's just the way I've done the terrain. I'm not redoing the whole thing a third time as triangles now, it would probably drive me to murder. I thought of another possible way of doing the terrain just as I went to sleep last night but again I just want to get the map out as long as it vis's right now.
I'm Not Asking You To Redo It
But it would still be useful for me to see where what TB shows you differs from what QBSP will produce.
Sent
you an email with the file with an explanation.
#198 posted by slapmap on 2013/04/02 20:03:00
On one map world brushes dont showing up (if they are compiled at all, not sure)- only funcs show up;
other compilers (txqbsp, hmap) compile same map fine.
Func_detail usage creates pretty much broken PVS.
Made in Netradiant.
Brushes Disappearing
#199 posted by slapmap on 2013/04/02 20:23:17
confirmed: happens when you move brushes between ents involving func_group, moving back to world doesnt help - they still dont get compiled, but moving to other funcs makes them appear.
As said, other compiler do fine
netradiant
...
#200 posted by slapmap on 2013/04/02 21:08:36
and probably cause netradiant leaves empty brush ents in .map
"classname" "func_group"
}
// entity 230
{
|