But
#290 posted by ijed on 2015/12/16 20:28:09
Bad working practice IMO. The longer you leave something unsealed the bigger the final task of sealing it.
I prefer keeping everything sealed as I go along, even if it's with giant bricks I'll eventually delete. At least then I know that everything else is without b0rken3ss.
#291 posted by - on 2015/12/16 21:46:21
Well, this only leaked because I'm working on this map with Lun and I merged in some of his stuff, and one of the brushes was apparently corrupt after import. Think even with some more to do, we'll still be well under and won't need to bsp2.
#292 posted by JneeraZ on 2015/12/16 21:46:34
Depends on the map. I've had times when it would have been a fuckton of work to seal the map and it just wasn't time ...
#293 posted by anonymous user on 2015/12/16 22:44:05
The longer you leave something unsealed the bigger the final task of sealing it.
^^that Needs To Be Framed
#294 posted by mfx on 2015/12/16 22:45:08
and whatnot.
Hey EricW
#295 posted by mankrip on 2016/01/04 23:04:08
I've confirmed that the problem with not all water surfaces being lit is a tools bug.
The light tool will only generate lightmaps for the liquid surfaces that gets hit by a light entity's beam. If no beams hit a liquid surface, no lightmaps will be generated for it. I couldn't figure out a simple way to fix this yet.
I'm compiling the maps with qbsp -splitspecial enabled.
Mankrip
#296 posted by ericw on 2016/01/05 00:17:23
I see, normally face->lightofs == -1 means the lightmap is black, but for liquids you need to treat -1 as "not compiled with lightmapped water, so render fullbright", is that right?
It should be easy enough to always save lightmaps for liquid faces, even if solid black. But I don't think I added lightmapped liquids support to tyrutils-ericw, do you have the code for it already? I am happy to add a command line flag for it, just don't want to waste time reimplementing it if you already coded it.
#297 posted by Spike on 2016/01/05 00:41:24
that would be my fault. I added -lightwater etc args in that smoothnstuff branch, but didn't actually get around to testing it at all.
(release early, release often, right?)
it should be simple enough to tweak WriteLightmaps to just write a lightofs of 0 instead of -1 when texinfo->flags&TEX_SPECIAL, with all styles still set to 255, I guess.
I assume engines will be able to cope with that, but I've not checked.
Wasn't there a concern due to the way that most engines render water by using a deforming mesh?
#299 posted by ericw on 2016/01/05 01:07:48
@Spike ah, cool. Still meaning to merge in your smoothnstuff branch, just lazy right now :)
@Fifth hm good point, this will need to be tested. Also thanks for the idea about using "smooth" prefix on texture names to enable phong shading, that could be good.
#300 posted by Spike on 2016/01/05 02:11:08
re: unmerged branch
I wouldn't worry too much, I've been too lazy to fix any niggles since I uploaded it. :s
re: smooth prefix
I disagree in the long term on account of that making multiple smoothing groups too awkward to use effectively.
supporting q2 .map files for their surface flags would be good. tyr's qbsp can already parse them, so we just need editors that support q2 .map with wad files, and to actually implement smoothing groups with it.
re: lit water
yes, lit water would generally imply that the lit water surfaces should also be subdivided by the qbsp in the same way that regular walls are (this means the qbsp needs to be aware of it too, and not just the light tool).
engine-based turb subdivision isn't really a concern, as it doesn't affect the lightmap. there are already occasions where surfaces are overly pointy. if anything, having the qbsp subdivide turb surfaces too would reduce this
the 'real' concern is that very few engines actually support lit turb surfaces
re: nstuff
I kinda want to build func_illusionaries and brushes with alpha-masked textures into the world too. conceptually this would be easy (assuming it doesn't have any fields set), they can just be treated like some water contents with water vising stuff, and be converted to the appropriate contents type just before qbsp outputs the unvised bsp.
this should improve engine batching and stuff (and be consistent with what hlbsp support already requires from engines).
there's some other things that need tweeking, but I forgot much of it. :s
#301 posted by mankrip on 2016/01/05 02:28:40
Yes, I've fixed something else in the light tool for the lights to display properly on liquids, but by default you just need to compile the BSP with qbsp -splitspecial. This will make water surfaces be subdivided, and with the TEX_SPECIAL flag not set. In theory, this should have made them be treated exactly like regular surfaces by the light compiler, so this bug with fully dark liquids is puzzling me�
Here's The Code
#302 posted by mankrip on 2016/01/09 18:49:42
I've managed to fix it tonight. It should be bug-free, but it would be better to attribute a dummy lightstyle for fully dark liquids, to avoid potential "too many light styles on face" warnings.
Posted at InsideQC:
http://forums.insideqc.com/viewtopic.php?f=12&t=5769
Spike
#303 posted by mankrip on 2016/01/09 18:54:31
That wasn't your fault. I've implemented this code way before you released your smooth shading code.
My code still uses an old version of TyrUtils, by the way. I haven't ported it to the current releases.
#304 posted by Skiffy on 2016/01/09 23:56:49
Lit fluids and smooth shaded surfaces... come on guys XMAS is over already and yet your still making these lovely gifts for the mapping community? :) Please continue. I do look forward to a final version with all these new toys included.
BTW the Website showing showing all the various options has been a great help getting the concepts across when it came to the dirt and sunlight options.
#305 posted by PuLSaR on 2016/02/04 15:35:15
I use light v0.15.3-7-g05de1ad and it crashes when I combine -extra4 and -soft options. While these options work fine if I use them separately.
Also I can't find if there's per entity minlight support. Adding minglight key to bmodel entities doesn't seem to work and documentation does have information about it.
Hm
#306 posted by ericw on 2016/02/04 19:52:30
I think the -extra4 and -soft crash is fixed in v0.15.4: http://ericwa.github.io/tyrutils-ericw/
The per-entity minlight key is: "_minlight". There's a section of the light manual "Model Entity Keys" but it's easy to miss!
Yay!
#307 posted by PuLSaR on 2016/02/04 20:43:05
That crash is really fixed in 0.15.4.
And thanks for pointing me at _minlight key, I really managed to miss it.
Some Ideas
#308 posted by PuLSaR on 2016/02/05 16:36:38
Is it possible to make something similar to the shadow brush in hl2? It's a brush covered with texture with a special name (like skip) and doesn't have collision but casts shadows like it was a visible brush.
That would allow to manually create shadows for models (AD trees come to mind) or some new lighting effects.
If something like this already exists in quake you can point me at it.
Skip Texture + Func_illusionary?
#309 posted by ijed on 2016/02/05 16:55:44
I Supposed Skip Textured Brushes Don't Cast Shadows
#310 posted by PuLSaR on 2016/02/05 17:08:03
Pulsar
#311 posted by mfx on 2016/02/05 17:58:05
Set _shadow 1, or is it _shadows 1?
Are The DP Lighting Errors
you patched still in these new versions or was that a separate branch you gave me?
Tree Shadows
#314 posted by necros on 2016/02/05 19:49:34
maybe a func_wall which is kill targeted immediately with a fence texture of leaf shadows????
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