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Tyrutils-ericw V0.15.1
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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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 
 
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 
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 
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. 
 
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. 
 
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 
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! 
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 
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? 
 
I Supposed Skip Textured Brushes Don't Cast Shadows 
 
Pulsar 
Set _shadow 1, or is it _shadows 1? 
 
What mfx said 
Are The DP Lighting Errors 
you patched still in these new versions or was that a separate branch you gave me? 
Tree Shadows 
maybe a func_wall which is kill targeted immediately with a fence texture of leaf shadows???? 
 
(I thought about posting that necros, but that's cheesy.) 
 
dumptruck_ds: Yeah, the fixes for DP are in the main branch v0.15.4 which is what I recommend using: http://ericwa.github.io/tyrutils-ericw/

I think Spike has a better fix for the problem in qbsp in his patch, I want to test it a bit; I hope to return to working on this soon and merge his stuff and mankrip's patch :-) 
Mdl Shadows 
It would be possible to make the light raytracer trace through mdl's so they cast proper shadows. If an entity has "_shadow" "1" set and "mdl" or "model", try to load that mdl? there would need to be -basedir / -game flags to light so it can find your mdl's.

The thing that would mess it up, though, is this would likely make the mdl's black in game, since they would usually cast a shadow over where the engine samples the lightmap. So it might not be worth the effort 
Fun Ideas Mostly For Entertainment Purposes 
More or less as amusement ideas.

1) WAD3 support. Screeshot More fun with more colors. Sample halflife.bsp download which Mark V can load both in the Open GL renderer (and also in the software renderer too!) Adding Half-Life map BSP 30 type of support is rather easy in the engine.

2) Rotation. You thought about it last summer.

3) Mirrors visibility support.

/Like people haven't posted enough ideas in this thread! 
Ok Check This Out For A Wishlist 
Following on from what ericw said about shadows from mdls, there's a problem obviously in how the engine lights the mdls in game.

Imagine also lighting the models properly - i.e. the light tool writes a new type of lit file that saves lightmap information for specifically flagged mdl entities - then custom engines can read these new lightmaps and if one exists for a model it uses that rather than using the default way of mdl lighting... 
WAD30 Is HL1? 
What's the benefit, considering how modern engines already allow 24-bit external textures? 
Ericw, Spike & Mankrip 
You guys rock thank you for the DP fixes. Really good to have options for folks that refuse to try other source ports. 
@kinn 
A big static .mdl entity floats in the air casting a shadow below.

On the ground, under the shadow is a rocket launcher --- also a .mdl.

Should the rocket launcher get a shadow from the object above? Or not receive a shadow because it is a .mdl.

Or worse, a player types r_shadows 1 in the console --- now what should happen?

Then, out of nowhere, Barnak shows up and fires a rocket, generating a dynamic light to add to the mix ...

Not only that: a decent chunk of people use DarkPlaces and it not really known whether or not DarkPlaces may ever be updated again by LordHavoc who is off doing prosperous things.

I think many of those users griped quite a bit about alpha textures in the Arcane Dimensions release, in large part because AD was an exceptionally high profile release.

(Complex world ...) 
EricW 
I've noticed that lit water gets dirtmapped, but it doesn't generates dirtmaps on the other surfaces.

Generating dirtmaps on the other surfaces could be a cheap alternative to alphablended shorelines. But maybe some mappers would prefer to just not generate dirtmaps on liquid surfaces at all.

Also, my code doesn't take care of sunlights. Please take a look to see if sunlights should also be modified for backfaced liquid surfaces. 
Hacky Suggestion 
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.

Yes, it's called info_null : - p

Seriously, a brush-based entity with info_null and "_shadow" "1" should case shadows but disappears in-game. It does use up a model precache, but you should be able to safely combine all of them in your map into one entity to it only takes a single slot away. 
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