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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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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. 
 
oh heh, that's a good idea. i was thinking of making think: SUB_Remove and nextthink:1.0 or something but that's even better. 
Default Quake With Dirt AO 
I thought I would find it in here but does anyone remember the batch tool for recompiling all of quake1's maps to use the new dirt AO? 
I Wouldn't Recommend Doing That 
Vanilla Quake has several places, like the wooden stairs to the E4 pool in the start map, that doesn't behave well with dirtmapping.

A manual editing of such situations is recommended. 
 
I did it once. It looked like shit. :(

Maybe some tweaking could help, but it might have to be done per map. 
Sunlight 2 Color Key? 
Question... sunlight supports color but does the ambient sunlight2 also support its own separate color? If not could that be added? Nice cold shadow with warm lighting done for exteriors super easy. 
_sunlight2_color 
 
_sunlight3_color 
for the experienced user. 
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