News | Forum | People | FAQ | Links | Search | Register | Log in
TyrUtils V0.5
It's been a long time, but finally I have something worth releasing, so here is version 0.5 of my map utils package:

* light and vis both now multithreaded on Unix and Windows platforms
* vis now writes a state file every 5 minutes so it can resume if needed
* qbsp and vis now support a form of detail brushes, similar to Quake 2. See qbsp.txt for further details.
* added a small optimisation to vis for a minor speedup (usually only 1-2%)
* build system re-written and lots of cleanups all over the code

Please test, break and report bugs as needed :)

* Announcement
* Utils Home Page
* Download: Windows, Mac OS X, source

My website has also had an update - let me know if I broke anything and hopefully the comments function also works.
First | Previous | Next | Last
 
"light" "10"
"_sunlight" "110"
"_sun_mangle" "300 -65 0" 
 
@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? 
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 
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... 
 
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 
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 # 
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. 
Line# 
Changed the texture in trenchbroom and saved. As long a brush order was not changed on save. brush starting at line# 15116-15127 and 15128-15139 are two that will not load in Hammer 3.4 build 2363 
5th 
Thanks, looking at it now. 
 
Wow, this is an interesting one!

There are some odd plane definitions, just off the grid like this one:

( 55.9998779296875 103.99990844726562 -72 ) ( 80.00042724609375 128.00054931640625 -72 ) ( 55.9998779296875 103.99990844726562 -88 ) tech04_6 0 0 0 0.5 0.5

But the pointfile my qbsp is generating looks like complete garbage. Might take a while to work it out, but I think it's worth finding out exactly what is going on. 
Yeah.. 
I only ever bring problems to the table, I'm kind of a jerk like that. But at least you have a complete maniac messing around with all these tools, should make for fun times! 
Maybe 
TB should round the plane points if they're this close to integers. OTOH, the way the vertices are generated, small changes to plane points may yield big changes to vertex positions. 
Can't Bsp A Map That Compiles Fine With Other Tools :/ 
Getting this error:
---- GrowRegions ----
*** ERROR 43: Internal error: entity->iVertices > entity->cVertices


I'll mail you the map if that's ok? It's made in Worldcraft by the way. 
Light Not Working For Me 
---- light / TyrUtils v0.7 ----
running with 2 threads
BSP is version 29
using minlight value 40 from worldspawn.
Colored light entities detected: .lit output enabled.
************ ERROR ************
LoadEntities: MAX_MAP_ENTITIES

BSP built with version 0.7
Same map will light with mhlight.exe 
Error 43: Entity->iVertices > Entity->cVertices 
@than:
had this error too.
was skip texture on some surfaces of clipped or vertex edited brush entity. 
Probably 
somewhere in the map, given the number of clipped or vetex edited brushes in it. I don't see why that would cause a problem though :/

Are you also using Worldcraft 1.6a? I didn't think anyone but me used it these days (I think most people use 3d accelerated 3.3) 
 
@than, @Stahlkralle, @mechtech

Thanks for the bug reports guys. Both issues should be fixed now - please try the new snapshot and let me know if that's fixed it. 
Thank You 
Map compiles fine now!!!
The func_detail thing is working great. Like getting a new CPU. vis is no longer the enemy. 
No Luck :( 
---- GrowRegions ----
35%---- light / TyrUtils v0.7 ----
extra 4x4 sampling enabled


GrowRegions breaks with no error at 35% and then light won't run because there is no bsp :/

Did you manage to get my map to compile? If so, maybe there is some problem with the current version. It's currently under all limits and is compiling fine with aguirre's qbsp though. 
 
@than: yes it compiled here, although without textures - I'll try to work out which wads I need, but feel free to just email them to me if that's easy enough. 
Slimeskip 
Causes HOM. Works like slime but does the HOM like a worldbrush with skip texture.

Using snapshot from post #235 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.