#301 posted by JneeraZ on 2013/04/27 11:38:45
With a multithreaded light util the extra traces shouldn't matter. Light is never the bottleneck in map iteration anyway! Those tests look great, necros!
Don't...
ever apply clip textures to a func_detail... I just spent about 30 minutes tearing my hair out because of errors.
Clip W/func_detail
#303 posted by quaketree on 2013/04/28 19:13:40
Use a Skip texture instead. That gives you an invisible (solid) brush that will cast shadows.
Reminder
#304 posted by Preach on 2013/04/28 19:35:21
Remember that projectiles collide with skip brushes but not clip brushes, in case that matters to you. But yeah, if it's not possible to create a clip detail (which isn't a very sensible combination when you think about it) a warning from the compiler might be best.
Guiz Guiz....
I was being lazy when I was making the clip brush that's all... I have no idea what a clip detail brush would accomplish. :P
A Skip Textured Detail Brush
#306 posted by quaketree on 2013/04/28 21:18:31
Can be used to make a shadow where there is no structure (perhaps as a hint to a secret area?) without having to mess with recessed areas behind a sky texture (as seen in e1m5 where there's a Quake symbol shadow leading to the Quad secret) and then using func_illusion to make a false sky. Seeing as the detail brushes will get merged into the bsp as brushes and not as an entity it helps to keep the entity count down as you don't need to have the func_illusion brush.
The tricky part would be putting it where it won't be noticed by the player because it will of course act like a wall in all respects (with the exception that it won't be drawn on the screen). So it would have to be high enough to not block the players movements and not block a monsters attack in normal circumstances.
Func_illusionary
#307 posted by mechtech on 2013/04/28 22:14:39
You can use a func_illusionary with _shadow set to 1 and skip texture to make invisible shadow casting brushes without collision.
I Totally Did Not Know That
#308 posted by RickyT33 on 2013/04/29 11:52:09
Really?
How About...
an invisible collision brush that doesn't cast a shadow?
Clip Texture
#310 posted by ijed on 2013/04/29 17:31:29
Didn't know that about func_illusionary either.
-onlyents Bug?
#311 posted by than on 2013/05/02 16:31:30
When you compile with onlyents, switable light styles seem to get broken. I remember this being a problem in older tools that aguirre fixed in his tools. Maybe you could check that one out, Tyrann?
Than:
#312 posted by metlslime on 2013/05/02 22:33:28
you need to run light -onlyents after running qbsp -onlyents. This is true for the original tools as well, Ii think.
#313 posted by Tyrann on 2013/05/03 00:36:56
I don't remember there being a -onlyents option on the original light. That might be what aguirre added as a fix. I'll take a look.
Metl
#314 posted by than on 2013/05/03 06:15:49
-onlyents on light is only supported in aguirre's tools afaik, though for all I know, it maybe have been supported in the original tools. I always used tyrlight before switching over to aguirre's tools though (except for the time I used the WC1.6 compile dialogue... yuck!)
Than:
#315 posted by metlslime on 2013/05/03 07:32:42
you might be right. I have been using aguirre's tools for a long time now, can't remember what the original tools did and didn't do.
#316 posted by necros on 2013/05/03 18:52:21
yes, that's correct about onlyents on light. it was added to address the problem where doing onlyents with qbsp would break switchable lights.
Not Working For Me
#317 posted by Qmaster on 2013/05/07 19:16:44
qbsp:
...
Opened WAD: \program files (x86)\worldcraft\textures\tech1.hlwad
*** WARNING 15: \program files (x86)\worldcraft\textures\tech1.hlwad isn't a wadfile
*** WARNING 01: No valid WAD filenames in worldmodel
And seriously???:
*** WARNING 06: No info_player_deathmatch entities in level
vis:
Seems okay. I love the resume feature.
light:
I'm getting a TestLineOrSky: tstack overflow
Bengt's light 1.43 gives me everything fine. Here's my light info:
454 entities read, 333 are lights, 40209 faces, 500M casts
Unless I'm missing some compile parameter, then I'm going to be sticking with ol' Jardrups light. The vis is wonderful though, thanks Tyrann!
Qmaster
#318 posted by Tyrann on 2013/05/08 02:01:20
Not sure about the invalid wad file - can you email me a zipped copy?
Tstack is trivial to increase, will do that for the next release.
Qmaster
#319 posted by Tyrann on 2013/05/08 02:09:56
Oh wait - TestLineOrSky has been removed for a while - make sure you're using the latest versions - http://disenchant.net/utils/
Tyrann
#320 posted by quaketree on 2013/05/08 09:28:27
Does your light compiler support _sunlight2? If not is it possible to add that?
Latest Version?
#321 posted by Qmaster on 2013/05/08 17:42:58
The only version available on your website is 0.10. I have version 0.6 which is posted at the top of this forum. And sorry, I didn't realize that the wad name was cut off. They are .hlwad's since I'm using Worldcraft 3.3 with the quake patch. It's just the standard quake wads converted to hlwad...well with my own additions and modifications that is, scavenged from various places.
What version is the latest? and does it support hlwad setups?
More Fun With Func_detail
#322 posted by mechtech on 2013/05/08 18:02:19
After applying func_detail to brushes in my map I noticed with r_showtris that areas behind were showing up. The detail brushes were allowing vis to see through the brushes that intersect the func_detail. I found func_detail cannot be used like func_wall where you block the back and your good. The solution I found was a small void gap between areas.
Qmaster: Version .10 supports hl wad files and format 220 valve maps. Use Utils hompage link above.
Tyrann: the download link points to old version .6
Hlwad
is actually just a wad3 .wad. AFAIK you cannot load this into TB. So either convert them to normal .wad using TexMex or download the .wad from somewhere (I suggest quaddicted's ftp).
Versions Confusion, So...
#324 posted by Qmaster on 2013/05/08 18:24:52
Version 0.10 is greater than version 0.60? Is this 0.6 + (4 * 0.1) = 0.1 ?? Version maths, what can you do *shrug*. Anyways, thanks, will try.
@FifthElephant: Gotcha, thanks!
Math Go Figure Logic No Way
#325 posted by mechtech on 2013/05/08 18:28:28
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