#201 posted by Tyrann on 2013/04/03 02:04:14
@slapmap: Weird. Can you send me a .map which shows the problem?
Addmin
#202 posted by than on 2013/04/03 13:15:16
This is something in bjp tools that I always used. Your light says it is not supported, though the lighting doesn't seem very different.
Also, I had an error about a missing face if I used light after newskip, but not when I used bjp light. Does your bsp support skip now, because if it does, I guess I can probably just switch. I'll probably want it for detail brushes anyway :)
_selfshadow and _shadow are awesome though! Thanks!
Tyrann
#203 posted by slapmap on 2013/04/03 14:14:18
sent
#204 posted by Tyrann on 2013/04/04 02:07:36
@slapmap: Thanks for the test maps. Should be fixed now - try the new snapshot
@than: Yeah, my qbsp supports skip but I only just looked at newskip now and realised that it has water/slime/lava skip as well. That shouldn't be too hard to add. Will look at what is going on with lighting newskip'd maps...
-addmin
#205 posted by Tyrann on 2013/04/04 07:35:32
@than: does this give the expected results?
tyrutils-0.6-52-g4625245-win32
It's not 100% identical to the bjp tools when it comes to treatment of "local minlights", but it should otherwise just make minlights additive.
Tyrann
#206 posted by than on 2013/04/04 17:34:45
thanks for that. I'll try to test it as soon as I can.
Anglescale
#207 posted by slapmap on 2013/04/05 23:02:30
I tried -anglescale (and -anglesense) 0.01 and 0.99 and sunlit area looks identical. Shouldn't it be dimmer with higher value or faces hit at non 90deg?
#208 posted by Tyrann on 2013/04/06 00:10:12
@slapmap: oops, missed setting the sunlight variable from the command line. This should fix it:
tyrutils-0.6-53-gee2dc38-win32.zip
-gate N
#209 posted by - on 2013/04/06 02:22:28
does this actually work? I was experimenting the other day with setting it to really high amounts to see the effect... and even at "-gate 100", there is nothing apparent. My assumption would be that this would make the map very dark with harsh cutoffs. Am I confused on how this works? (I understand that it's intended to be used with very low settings)
Using the released 0.6 tools.
-gate
#210 posted by Tyrann on 2013/04/06 04:46:18
should work - only affect 1/x, 1/x^2 lights though. Doesn't affect lights with the default linear falloff.
#211 posted by Tyrann on 2013/04/06 04:57:29
Updated to affect linear lights as well in the next release (which I should do soon).
#212 posted by Tyrann on 2013/04/06 04:57:30
Updated to affect linear lights as well in the next release (which I should do soon).
#213 posted by anonymous user on 2013/04/06 14:38:53
Hmm, I still get no visible difference, even took screenshots - nothing. Sunlight is even no matter what value I use http://imgur.com/4GNXAzC
I use "light -anglescale 0.xx mapname.map"
to compile.
Again, thanks for quick updates
#214 posted by Tyrann on 2013/04/07 00:14:52
I get a clear difference here - what keys are in your worldspawn entity?
-anglescale 0.5 (default)
-anglescale 0.0
#215 posted by slapmap on 2013/04/07 01:04:46
"light" "10"
"_sunlight" "110"
"_sun_mangle" "300 -65 0"
#216 posted by Tyrann on 2013/04/07 03:47:38
@slapmap
Those keys look okay. Just check the light.exe output and make sure you're running version 0.6-53-gee2dc38. Otherwise, if you email the .map to me I'll try it here and see if I can tell what's going on.
Transwater And Vis
Would it be possible to have separate vis for water,slime and lava? This way you could have a controllable form of occlusion culling to help keep r_speeds low.
Would Need Engine Support?
#218 posted by than on 2013/04/07 16:04:02
r_wateralpha applies to all fluids, so you'd need to have some engine cvar that applies only to water in order to use that properly, otherwise you'd get HOM effects on the lava and slime that were blocking vis if their surface transparency was using the wateralpha setting :/
TyrUtils V0.7
#219 posted by Tyrann on 2013/04/10 07:44:47
Nothing too earth shattering if you've already been using the snapshots, but if you're still on v0.5 or v0.6, there are some nice worthwhile changes:
* Unix man page documentation for the main tools (qbsp, light, vis)
* HTML and text documentation is generated from the man page sources
* qbsp: added support for using WAD3 texture wads used by Hammer
* qbsp: include clip brushes when calculating bmodel bounding box
* qbsp: enable creation of clip-only bmodels
* qbsp: recognise and remove *waterskip, *slimeskip and *lavaskip surfaces
* qbsp: added hintskip texture support
* qbsp: fixed some bugs parsing empty func_group/func_detail entities
* light: implemented self shadowing and full shadows for brush models
* light: implemented the "-soft" command line option
* light: implemented the "-addmin" command line option
* light: implemented the "_anglescale" (aka "_anglesense") key and cmdline
* light: remove support for negative color components (never worked properly)
* light: removed the "-nominlimit" option (now the default behaviour)
* light: removed the "-compress" option (a bad idea from long ago)
* light: make -gate command line affect linear falloff lights as well
* vis: changed the default testlevel to 4
* vis: added the '-noambient*' options to disable auto ambient sounds.
Compile Errors
So I decided to have a look at using your tools for making my deck remake into a singleplayer level (along with using the new version of trenchbroom) and all I get is constant errors about leaks that weren't present when I used TreeQ to compile the map.
I've tried to fix verts and such but to no success, the pointfile doesn't point to any leaks...
#221 posted by JneeraZ on 2013/04/10 17:13:44
To save Tyrann some time, can you send him the MAP file so he can debug it? :)
..
Ok, I've forwarded the email that I sent to SleepwalkR as that contains the details. I've included the .map, the .log and the .pts file. Doesn't seem to point to anything with the confines of the map. Bear in mind that this fully compiles using TreeQ, I'm not sure why it doesn't compile with your new tools because I'm not so familiar with mapping for quake.
Tried Hammer
#223 posted by mechtech on 2013/04/10 17:55:54
I loaded the .map included in the download in Hammer got 20 brushes that could not be loaded. the missing brushes cause leaks. Loads fine in Trenchbroom and compiles without leaks using Txqbsp.exe
Mechtech
Did Hammer say anything about why those brushes could not be loaded?
Brush Line #
#225 posted by mechtech on 2013/04/10 20:30:13
Hammer gives no usefull info
Any way to get the map line number from selected brush? I found the missing brushes but how to pass on the info.
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