Is That A Q1SP Of Yours?
#251 posted by RickyT33 on 2013/04/21 16:17:15
If so:
WO_OT?!?
That looks sweet as furk.
Ricky
#252 posted by mechtech on 2013/04/21 17:03:14
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
#253 posted by mechtech on 2013/04/22 01:19:40
Broke something :)
Latest snapshot does not generate a correct pointfile. In Hammer pointfile shows up well outside the map grid.
What Is Causing
#254 posted by slapmap on 2013/04/22 02:59:46
light / TyrUtils v0.6
0....1....2....3....4....5....6....7....8....9....************ ERROR ************
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LightThread: no model has face 8213
0....1.
Get The Latest
#255 posted by mechtech on 2013/04/22 03:30:10
Get the files on post #248
I got that error when using newskip.exe
Latest version does skip removal.
No Model Has Face...
#256 posted by Tyrann on 2013/04/22 05:23:51
The external skip tool will cause that. I should probably reduce that to a warning and skip to the next face.
Mechtech
#257 posted by Tyrann on 2013/04/23 02:03:56
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
#258 posted by Tyrann on 2013/04/23 02:41:36
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
#259 posted by mechtech on 2013/04/23 03:13:40
nt
TyrUtils V0.8
#260 posted by Tyrann on 2013/04/23 03:36:02
Forgot to add a download link!
http://disenchant.net/utils/
Tyrann You Rock
#261 posted by slapmap on 2013/04/23 05:09:26
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
#262 posted by than on 2013/04/23 06:55:01
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
#263 posted by RickyT33 on 2013/04/23 10:38:40
Comparitive screenshots please!
Fake GI
#264 posted by slapmap on 2013/04/23 18:38:26
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
#266 posted by ijed on 2013/04/23 19:43:57
Never occurred to me to try that. Thanks!
Also reminds me of the antilights feature...
Nice Pics
#267 posted by than on 2013/04/23 22:45:25
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
#268 posted by mfx on 2013/04/24 00:42:50
thank you slapmap!
TyrUtils V0.9
#269 posted by Tyrann on 2013/04/24 01:58:11
Thought it was worth a new release just to fix this silly bug with point files being incorrect.
2013-04-24 TyrUtils v0.9
* qbsp: fixed bad pointfile generation
Download from disenchant.net.
Delay 3/4 Difference
#270 posted by Tyrann on 2013/04/24 02:01:26
Both delay 3 and delay 4 have no light falloff with distance, but delay 3 brightness is affected by the angle at which the light hits the surface whereas delay 4 has the same brightness at any angle of incidence.
Quick Question Re Detail
#271 posted by than on 2013/04/24 02:27:27
Does detail just mean they don't create new portals but can still block visibility?
#272 posted by Tyrann on 2013/04/24 02:39:47
Detail brushes don't create portals and don't block visibility.
Thanks For The Update
#273 posted by mechtech on 2013/04/24 03:23:38
HOM Again
#274 posted by mechtech on 2013/04/24 03:36:59
Ver .9 creates a HOM that is not present in ver .8
Do you want the map?
Mechtech
#275 posted by Tyrann on 2013/04/24 04:03:40
Yes please, send it through. Not seeing any HOMs in the one you sent earlier. Cheers dude.
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