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Posted by ericw on 2015/07/14 00:34:45 |
Hey, I got around to setting up a website for my branch of tyrutils: (complete with lots of screenshots of different settings of AO, sunlight, etc!)
http://ericwa.github.io/tyrutils-ericw
and making an "official" release of it.
Nothing major changed compared with the last snapshot (may 1st), but a couple new things:
* .lux file support from Spike, for deluxemapping
* gamma control with -gamma flag and "_gamma" key
* rename -dirty flag to -dirt for consistency
* fence texture tracing is now opt-in only with the "-fence" flag.
* light should run a bit faster
This doesn't have lit2. Not sure what to do with that, tbh.
If there's a demand for it, I was thinking I could make a tool that upscales all textures in a wad by 2x or 4x, and adds a "-2x"/"-4x" suffix to the names. You could then manually get the higher-res lightmap on certain faces by applying the upscaled texture, and lowering the texture scale to 0.5 or 0.25 in your editor.
The only real disadvantage of this hacky method over lit2 is more face subdivision by qbsp. This isn't great, but it shouldn't be an issue if the hack is used sparingly (and bsp2 can be used if needed for higher face/vert limits.)
Anyway, enjoy, I hope this is pretty bug-free. |
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#190 posted by Lunaran on 2015/10/24 05:22:34
127 is full brightness, 255 is 2x overbright.
That's what I was wondering, thanks.
PuLSaR
#191 posted by ericw on 2015/10/26 05:55:56
Tyrann just added -gate more recently to his tool (2013), and it looks like there was a bug causing it not to give as much of a speedup as it should have. but it's fixed in the most recent dev build of my version of tyrutils.
New Release V0.15.3
#192 posted by ericw on 2015/10/26 21:51:57
https://github.com/ericwa/tyrutils-ericw/releases
Highlights are Spike's addition of Hexen 2 support, fixed -gate, a new "_surface_spotlight" key which automatically sets "mangle" on surface lights to turn them into spotlights.
I've Just Tried It
#193 posted by PuLSaR on 2015/10/26 22:29:05
and -gate really speeds up the light process
_surface_spotlight Sounds Neat
#194 posted by mankrip on 2015/10/27 02:45:36
Also, a question: Does surface lights follows the shape of the fullbright texels, or maybe the luminance of each texel?
No
#195 posted by ericw on 2015/10/27 03:12:22
The "surface lights" I implemented are nothing fancy like that, all it does is handle cloning & positioning copies of point lights. It's just a shortcut around a lot of copy&paste really. It works best with runic light fixtures where it'll reliably put a single point light on each light fixture.
The q2/q3 light utils have "real" surface lighting, where the light-emitting surfaces are divided into radiosity patches, and then the area of these patches is used in the lighting calculation. See here in the q3 tools. I think the patches took their colour from an average of 32x32 texels or something.
I did experiment with that code in my tool but didn't have the greatest results, it was slow, tended to cause "hot spot" artifacts on the walls around a lava surface, and generally didn't look very good in Quake.
#196 posted by mankrip on 2015/10/27 04:14:13
:) Thanks for the info.
Idea: Interpret the fullbright texels as transparent, and put the surface's point light behind the surface. This way, you can use the algorithm of the alphamasked texture shadows to shape the light.
The results will be more akin to spotlights, so it would have to be optional.
It would be useful for stuff like windows.
#197 posted by - on 2015/10/27 05:01:05
That seems like a really fun feature... I'm going to make a crazy disco ball of spotlight lasers
#198 posted by Spike on 2015/10/27 05:12:30
0_O
#199 posted by mfx on 2015/10/27 05:23:48
That screenshot is nice!
Surface Lights
#200 posted by oGkspAz on 2015/10/27 09:13:21
Considering my lighting knowledge is terrible at best, here's the bit where I go: "I've seen surface lights mentioned but how does it work?"
Spike
that screenshot reminds me of something that I experimented with.
http://quakeguy.tumblr.com/post/120732856652/stained-glass-window-casting-light
I have a feeling that however you did it might be more competent because you have managed to get the actual texture to look like it's projected, whereas mine is a bit more of a hacky workaround using alpha masked textures and a couple of different coloured lights.
#202 posted by JneeraZ on 2015/10/27 12:03:16
_surface_spotlight sounds cool. So it just sets a spotlight based on the surface normal or something?
Looks Noice But
#203 posted by Kinn on 2015/10/27 12:35:48
Stained-glass window lighting to me always looks exactly like those rainbow-splatter lightmap glitches you'd see in games from the early 2000s that remind you that you need to update your OpenGL drivers.
Warren
#204 posted by ericw on 2015/10/27 19:35:37
Yep, it sets the spotlight based on the surface normal. It's just a little convenience thing, I always found setting "mangle" to be a pain. This way you can rotate the light fixture brushes any angle and the spotlight will always shine the correct direction. :-)
oGkspAz, there's an example screenshot + entity at the bottom of: http://ericwa.github.io/tyrutils-ericw . Basically add key/value "_surface" "texname" to a light entity, and copies of that light will be cloned on all faces with that texture name.
@ #200
#205 posted by - on 2015/10/27 19:41:21
Surfaces lights in these tools are pretty simple things.
You place a light, anywhere in the map, and put whatever _color and light and delay settings you want on it... you then put "_surface" "NAME_OF_TEXTURE" on that light, and the light compiler will automagically copy that light around just in front of any surface with that texture, spaced apart every 128 units.
It's best for things like textures that are clearly light sources, a nice convenience so that you can mess with a single light once, and all of them will be lit up. It can also be good for something like Lava, and doing the legwork of lighting it all up for you.
Minor Promble
#206 posted by Kinn on 2015/10/27 21:06:35
A minor thing though is that if BSP chops your surface up, you get a new light for each face which can make things brighter than expected in places. This seems to be a problem with liquid surfaces mainly.
Yeah
#207 posted by - on 2015/10/27 21:44:23
I like placing the lights myself for lava, gives better control.
Scampie
#208 posted by mankrip on 2015/10/27 21:51:06
Thanks for the 128 units clarification.
I wanted to ask that before, but couldn't formulate the question properly.
#209 posted by mankrip on 2015/11/04 10:54:08
I don't know if there's an option for this already, but it would be cool for the dirtmap to be sized accordingly to the angle of the surface. This way, it would give a better impression of being dirt, since it would appear to have been affected by gravity and friction (horizontal surfaces gets the most dirt, vertical surfaces gets the least dirt).
Implementing this through an adaptive -dirtgain would probably be enough. -dirtscale would have to remain the same, to ensure equal shading at the edges.
Antilights Broken?
#210 posted by Kinn on 2015/11/07 19:23:41
As far as I can tell, antilights (lights with negative value) no longer work - can anyone verify?
I was using quite a few of these :{
Argh
#211 posted by ericw on 2015/11/07 19:27:59
I'll check it out - I never test those, but hopefully it's easy to fix.
Cheers
#212 posted by Kinn on 2015/11/07 19:34:14
to elaborate:
One of the things I made use of before were antilights with a "style" value - crucially these only subtracted light from other lights with the same style value.
Kinn
Are you using minlight?
#214 posted by ericw on 2015/11/07 20:05:51
Ok, they should be fixed in the dev build: http://quakespasm.ericwa.com/job/tyrutils-ericw/
I just made a mistake when reworking the light culling in the last release (to make -gate give a proper speedup), and it was culling all of the antilights.
The special behaviour of style should still work. I didn't realize they would work that way at first, but it makes sense, because whenever a light with "style" set hits a surface, there's a new lightmap allocated for that style number - so a negative light with that style number would only affect that separate lightmap.
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