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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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@ #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.
Awesome
#215 posted by Kinn on 2015/11/07 23:00:46
Thanks!
Thats A Neat Idea
#216 posted by ijed on 2015/11/09 14:36:25
_surface_spotlight Workaround
#217 posted by dumptruck on 2015/11/18 08:30:59
It seems like when _surface_spotlight is set in the entity the actual surface no longer illuminates as it would without. Is there a work around or is this a bug?
I Think That's Intended
#218 posted by ericw on 2015/11/18 09:23:31
To get a regular surface light in addition to the spotlight, just have two template entities, one with and one without _surface_spotlight set. You can have multiple lights with the same _surface value :)
Slapping Forehead!
Thanks that will work - and it totally makes sense.
#220 posted by mankrip on 2015/11/20 14:18:58
I think dirtmapping should not be applied in points where there's a light close by, 16 or 32 units maybe. The low resolution of the lightmaps makes small surfaces in cramped places close to a light go fully dark.
#220
#221 posted by Kinn on 2015/11/20 14:42:52
Hehe, I was thinking something similar, but it needs to be controllable per light.
Remember you can work around all the issues currently by using _nodirt on a per-light basis. However, that requires more light ents to be added, which may get fiddly and annoying as the map scales up.
A way of doing what you are saying would be to introduce a _nodirt_radius key on a light, which means the light gets "dirty" as normal except on surfaces within (_nodirt_radius) from the light.
the transition between nodirt and dirt needs to be blended in as well to avoid ugly transitions. Ugh, maybe another key is needed to define when the blend starts :/
_nodirt Didn't Work
#222 posted by mankrip on 2015/11/20 16:21:15
� but _dirt -1 did! \o/
Mankrip
#223 posted by Kinn on 2015/11/20 16:26:28
sorry I forget the names of the keys, I think they have changed once or twice as the feature developed
#224 posted by mankrip on 2015/11/20 17:29:10
No problem; I'm still using my custom version from when I implemented lit water support.
V0.15.4 Released
#225 posted by ericw on 2015/12/11 02:06:32
change list & downloads:
https://github.com/ericwa/tyrutils-ericw/releases
Mostly bugfixes, except there is a new _sunlight3 that comes from the bottom hemisphere, instead of the top (_sunlight2).
This is mostly for maps floating in the clouds, where you want skybox under the map that emits light. Combine both sunlight 2+3 for light coming from all directions, and use two different colors for crazy effects.
Also, the -parse_escape_sequences option for light is a gimmick that lets you make red text in door/trigger messages, which previously you could only do with custom QC.
Updated Jackhammer Fgd
#226 posted by DaZ on 2015/12/11 11:44:53
Cools Stuff
#227 posted by Breezeep_ on 2015/12/11 22:06:31
I'd like to see a little demonstration of the new _sunlight3.
#228 posted by Lunaran on 2015/12/12 00:59:20
I added to my privately hacked tyrlite branch a "domelight" (this was pre-sunlight2), with control over color and intensity coming from straight up, the horizon, and straight down, blending between them (even though I'm not really working on a map that would take advantage of that.)
There's enough ways to light a world from the sky that moving stuff like this from infinitely numbered worldspawn keyvalues to a light_sun entity would be prudent, except for the "no spawn func" errors it would produce. Does stripping an entity from the bsp seem dangerous or counter to some method of production? How often do people really re-light a BSP without re-BSPing it first?
#229 posted by metlslime on 2015/12/12 01:15:13
info_null is ignored by the game engine, so you could have an info_null full of sun properties.
But is it really better than just putting it on the worldspawn?
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