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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.
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Than, Mechtech 
Thanks guys - there does appear to be a problem with the skip support at the moment. As a workaround, I've added a "-noskip" option to the latest snapshot so you can use that and then run the extra "newskip" tool afterwards.

I'll try to get to the bottom of it this weekend and get a proper fix in there. 
Thanks! 
I'll give that a whirl 
Skip Fixed, Vis Crash Fixed 
@than, @mechtech:

Please give this snapshot a try - both your maps are compiling for me now.

There are still some interesting HOMs in mechtech's map which I'd like to try and solve before I do a new release, but they don't seem to be related to skip at all. 
Snapshot 
Compiles, no vis crash, HOM is odd. I removed func_detail and compiled with Txqbsp, newskip, WVis and mhlight just to make sure I hadn't screwed up the map. Compiled without error and no HOM. 
HOM Fixed 
As I thought, the HOM was my fault - qbsp bug.

This new snapshot should hopefully be bug free! I'll do a release if this one looks okay. Thanks again for testing! 
Hahaha 
This new snapshot should hopefully be bug free!

You jinxed it! ;-) 
No HOM 
I compiled with the new snapshot. HOM is gone. I expanded the use of func_detail in the map. I haven't found any bugs yet, I'll keep trying to break things.

I do have an idea that might be useful for beta testing. Could a command line switch be setup to cause func_detail to use a specific texture. I could then run through a map and see better what can be optimized.

example

http://www.quaketastic.com/upload/files/screen_shots/detail1.jpg
http://www.quaketastic.com/upload/files/screen_shots/detail2.jpg 
Is That A Q1SP Of Yours? 
If so:

WO_OT?!?

That looks sweet as furk. 
Ricky 
That was an experiment I did with the texture set from Sock's website. Made some models with Gmax, hacked up a few I found on the internet to reduce poly count. At the time all it could ever be was one room. Vis time was prohibitive, so the map is unvised.

Then TyrUtils showed up. In the second shot you can see what I turned into func_detail. Vis treats it as just a box. Vis in under 2 minutes!!!

The unvised version with texures and sound is here http://www.mediafire.com/download.php?e2m52lju85lldv5
Use Fitz V it has hi rez skins. 
Pointfile 
Broke something :)

Latest snapshot does not generate a correct pointfile. In Hammer pointfile shows up well outside the map grid. 
What Is Causing 
light / TyrUtils v0.6

0....1....2....3....4....5....6....7....8....9....************ ERROR ************
\
LightThread: no model has face 8213
0....1. 
Get The Latest 
Get the files on post #248

I got that error when using newskip.exe
Latest version does skip removal. 
No Model Has Face... 
The external skip tool will cause that. I should probably reduce that to a warning and skip to the next face. 
Mechtech 
Looked into the detail re-texturing thing a bit this morning and it's a little tricky due to the order in which qbsp currently sets up the textures/texinfo/etc. But it's a cool idea and I'll keep it on the todo list for later.

Those screenshots look awesome by the way. 
TyrUtils V0.8 
No major new features, but some important bug fixes since 0.7:

* qbsp: fixed surface edge corruption when using skip surfaces
* qbsp: fixed portal generation for transparent water and detail nodes
* qbsp: added "-noskip" option for troubleshooting skip related problems
* light: reduce "no model has face ###" to a warning
* vis: fix portal stack corruption in ClipStackWinding
* bsputil: added a "--check" option (beta!) to check internal data consistency 
 
nt 
TyrUtils V0.8 
Forgot to add a download link!

http://disenchant.net/utils/ 
Tyrann You Rock 
dalay 4 -addmin = realism achieved, no need for radiocity!

I'm actually very happy now, for the first time I got truly good lighting out of q1 compilers. And better than from q-rad. No more dull flat outdoors! 
Slapmap 
would be nice to see a picture of what kind of lighting you achieved with the delay 4 setting.

I always use addmin, but usually try and eliminate minlight for the final map, adding as much fake ambient as possible via fake bounce lights placed in the map. This is basically lights with low intensity and long falloff placed near highly lit surfaces to simulate light being reflected off the surface. I think it works quite nicely, but it's a bit of a hassle to set up, so some kind of automatic way to do it (or even real radiosity ;) ;) ;) ) would be a great help. 
Yeah 
Comparitive screenshots please! 
Fake GI 
Using many small local minlights spaced around the sky flat
same with -addmin: sexy

I wrote a detailed post /tutorial explaining with some more pics.
I thought delay 3 would be the same, but it works differently, can Tyrann explain why? 
Good Tutorial 
and the results are really nice too. 
Yeah 
Never occurred to me to try that. Thanks!

Also reminds me of the antilights feature... 
Nice Pics 
You can still see that you have used multiple light sources because there are some extra shadows, but overall it looks pretty good. Your blog has some nice map pics too - looking forward to seeing what you are working on!

Your geometry is interesting btw, did you work on some other game(s) before doing Q1 mapping? 
Its Pure Math 
thank you slapmap! 
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