#315 posted by Baker on 2016/02/05 19:52:56
(I thought about posting that necros, but that's cheesy.)
#316 posted by ericw on 2016/02/05 20:07:25
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
#317 posted by ericw on 2016/02/05 20:16:54
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
#318 posted by Baker on 2016/02/05 21:11:35
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
#319 posted by Kinn on 2016/02/05 21:22:27
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
#322 posted by Baker on 2016/02/05 22:16:11
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
#323 posted by mankrip on 2016/02/06 00:28:51
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
#324 posted by Preach on 2016/02/06 18:05:05
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.
#325 posted by necros on 2016/02/07 17:32:34
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
#326 posted by Skiffy on 2016/02/08 14:06:19
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
#327 posted by mankrip on 2016/02/08 14:33:53
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.
#328 posted by necros on 2016/02/09 19:01:51
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?
#329 posted by Skiffy on 2016/02/10 16:27:59
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
#330 posted by czg on 2016/02/10 16:39:05
_sunlight3_color
#331 posted by anonymous user on 2016/02/10 16:52:23
for the experienced user.
#332 posted by necros on 2016/02/10 23:22:17
Nice cold shadow with warm lighting done for exteriors super easy.
That is one of my favourite setups, but i've also found other cool combos like Yellow light and green shadows (eg: the interstellar skybox)
Sweet
#333 posted by Skiffy on 2016/02/11 01:00:17
I was suspecting as much. Nice to know that works! :)
Light Styles
#334 posted by necros on 2016/02/14 05:06:48
Is something changed with the way 'style' is done on lights? I have a bunch of lights in my map with no targetname, but I have manually set them to use style 12. I then was changing them in QC by directly referencing style 12 instead of doing the typical target/targetname shtick.
However, this no longer works with the new tyrutils (I was using aguirre's light before). I've checked my code and I'm still modifying style 12, but it seems like the lightmaps lost their styles..?
Necros
#335 posted by ericw on 2016/02/14 06:37:30
weird, that should work. If it was broken in the tool, I'd expect the regular flicker styles 1-11 would also be broken.
Try version 0.15.4 from http://ericwa.github.io/tyrutils-ericw/ if you're on a different version?
Ohh Ok
#336 posted by necros on 2016/02/15 02:53:13
i see, for some reason, delay 4 lights cannot have lightstyles in tyrutils?
can we revert that so that it works with all lightstyles?
also, it appears that delay 4, 'local minlight' is broken? it looks just like a normal light.
#337 posted by ericw on 2016/02/15 04:12:38
Ah, good catch, delay 4 lights don't support lightstyles. They are handled in a different function that applies minlight, and it just assumes the style is 0. Should be easy to fix.
As a workaround, delay 3 (infinite) should be almost the same as delay 4, especially on styled lights, because the engine will be blending the base lightmap with the styled one, so you wouldn't really get a minlight effect even if the styled light was using delay 4.
Delay 4 is working correctly for me otherwise, though. Maybe send over the map if you can't get it going?
#338 posted by necros on 2016/02/15 04:38:04
nm about the delay 4 not working. i think it was the dirt mapping making it look like it was attenuating. :P
Brush With Duplicate Plane
Trying to find problematic brush atm. Log blames line 66597.
Using notepad++ to edit .map file (manually cut bunch of entities and see if problem is gone) and through described process I found that compiler and notepad probably count lines differently, because given line was commented one (entity number) few times or part of a light entity.
What's the catch here? How can I find actual line that compiler refers to?
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