#332 posted by
JneeraZ on 2015/04/30 01:56:17
My god. This is amazing. Just had a play with it tonight ... it's like getting lighting for free. Fuck ... FUCK. Gotta map...
Minor Qbsp Update
#334 posted by
ericw on 2015/04/30 08:25:07
win32 os x src
* qbsp: fix broken -onlyents flag
* qbsp: fix texture offset on rotate_object, so they match in the
editor. Added "-oldrottex" flag to revert to old behaviour. From txqbsp-xt.
No changes to light though.
Lighting...
Tinkering with this, it's great. I used it for the lava in my RJ3 map but I'm toying with it for all light textures atm, it might turn out to be a really good time saver :)
Hm
#336 posted by
Drew on 2015/05/03 01:45:11
lighting...
will be handy for speedmapping
#337 posted by gb on 2015/05/03 03:54:12
surface light = very good stuff!
#338 posted by
JneeraZ on 2015/05/03 12:33:10
Love these lights. Simple shot below
... the only difference is the addition of a lava brush.
https://dl.dropboxusercontent.com/u/161473/PersonalMapJam/PMJ_B.jpg
Crash
Light crashes when I tried this with surface lights =
_deviance 1
_samples 4
Update
I dont think it's surface light thats the problem.
I just made a standard light with the same keys and it crashes.
May 1 Update
#341 posted by
ericw on 2015/05/03 19:52:23
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
getting lazy about making all of those direct links.. This has _deviance fixed.
#342 posted by
starbuck on 2015/05/04 14:51:25
* light: fence texture tracing, for bmodels with "_shadow" "1"
Wait.. does this mean that a fence texture would cast a shadow of the fence? Isn't this a huge deal??
Sadly not... it only casts the bounding box I believe.
#344 posted by
JneeraZ on 2015/05/04 16:22:45
There's also a bunch of dev spam from the current light tool ... no big deal, just messy.
jitterning blah blah, or something over and over...
#345 posted by
ericw on 2015/05/04 19:08:13
Yeah, the fences cast proper shadows if you use func_wall with "_shadow" "1" for the fence. This is with fence textures with the { prefix. It can be hard to see with the low light map res in quake, but could be useful in the right place. (Tree branches? A grate over lava?)
@warren, thanks for pointing that dev spam
Are you sure? That's pretty crazy if that's true.
Yeah
#347 posted by
ericw on 2015/05/04 19:39:59
I was trying to avoid posting a hideous dev screenshot ;)
http://imgur.com/aLGR9Az
Nice...
I had no idea it had this feature.
#351 posted by Spike on 2015/05/05 16:58:46
Now you just need lightmap resolutions that are high enough to do it justice... :s
Radiant Ent For Tyrutils .15
#352 posted by
Gypsy on 2015/05/10 20:50:56
I turned the entire tyrutils docs into a radiant ent for q1.
http://www.filedropper.com/entities_1
I also posted the source of the individual ent lists that I created from the docs.
http://quakeone.com/forums/quake-mod-releases/works-progress/11535-complete-tyrutils-radiant-ent.html
All keys, docs, everything are now included in the entity inspector
Awesome
#353 posted by
ericw on 2015/05/10 21:30:55
thanks for preparing that, Gypsy! I think it would be nice to bundle with the tool next time I do a release if that's ok with you?
I Don't Drink But Cheers Anyway :)
#354 posted by
Gypsy on 2015/05/10 21:41:36
@ok with me
I look at it this way. YOU did all the work, I just reformatted your docs to be ent nodes. Like quite literally that is exactly what I did. So hell yeah! Bundle away, brother. If I made some mistake somewhere or if I actually did forget something, please feel free to tell me and I will fix it.
You made one error in your docs though.
docs: "_surface_offset" "texturename"
"texturename" should be "n", right? If I am wrong then I need to fix the ent.
#355 posted by
Gypsy on 2015/05/10 21:48:08
Let me get a wild hair up my arse and I'll make you a fgd version too. Which will be a LOT easier cause fgd's let you make reusable "class chunks" that can be referred to by name within an entity.
I'll get on it eventually. I'm ented out right now.
#356 posted by
ericw on 2015/05/10 21:49:06
cool, thanks. You're right, that should be "_surface_offset" "n" (it takes a number), i'll fix the docs.