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Posted by ericw on 2015/07/14 00:34:45 |
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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Ericw, You Are Teh Boss.
oh man I am SO hyped for this!
Cool, Ericw
#426 posted by Breezeep_ on 2016/05/21 16:11:34
Will Test Today
I do kind of wish for a more tolerant set of compilers like rebbs.
Ok, this seems to have fixed a couple of issues in my map so I will be using this :)
Fifth
#429 posted by ericw on 2016/05/21 20:22:42
cool.. glad it works.
FWIW mfx and I did a ton of back and forth testing/fixing on phong shading, it's pretty solid now (though one glitch just came up that I need to look into)
check the BJP tools thread, I linked a build of txqbsp that is patch to write the phong shading info.
Thanks Eric, I am more inclined to use those simply due to my god awful brushwork.
Wow
#431 posted by mankrip on 2016/06/03 16:51:38
Looking at the current source, you've implemented support for properly lit water.
Thanks EricW, I'll try it out.
Alright
#432 posted by mankrip on 2016/06/03 17:28:18
It works flawlessly, way better than my implementation.
I've noticed -fence was removed, but that's not a big problem for me.
I'll try out making some smooth shaded lit liquids now.
#433 posted by ericw on 2016/06/03 20:01:02
glad the lit water works :-)
-fence I removed because it was done in a hacky way. I understand the trace code better now so can re-add it if anyone wants it.
Re-Add Please! :)
#434 posted by Qmaster on 2016/06/04 00:23:21
And May I Say
#435 posted by Qmaster on 2016/06/04 00:23:44
Those screenshots are gorgeous!
New Version 0.15.5 Is Up
#436 posted by ericw on 2016/06/11 17:30:21
http://ericwa.github.io/tyrutils-ericw/
New features:
- light: added a better options summary with the -help flag
- light: added -bounce option, "_phong", "_project_texture" key
- light: use vis data to accelerate lighting
- light: "_minlight_exclude" key to exclude a texture from receiving minlight
- light: add "_sun2" "_sun2_color" "_sun2_mangle" which creates a second sun
(unrelated to "_sunlight2" which is the sky dome light)
- vis: support .prt files written by bjptools-xt
- qbsp: add -objexport flag
Bugfixes:
- vis: fix ambient sounds when using func_detail, broken in tyrutils-ericw-v0.15.3
Issue, Or My Mistake?
#437 posted by PRITCHARD on 2016/06/17 09:33:18
Hi, I hope I don't come across as an idiot for asking this, but what exactly am I doing wrong to get this result?
http://puu.sh/pvLvr/f08175b526.jpg
Ignore the missing textures, but how do I fix my strange lighting on the map? I'm not running with any command line options, just the map bsp.
Thanks for any help!
Hey
#438 posted by ericw on 2016/06/17 19:11:25
it's hard to tell from that shot if it's a corrupt file, or something else.
Check for any stale .lit files and delete them.
Might be easiest to just post the .map+.bsp.
D'oh!
#439 posted by PRITCHARD on 2016/06/18 04:34:01
Thanks for the suggestion about the .lit file, I found one and deleted it and now everything is working fine! :D
Duh
#440 posted by madfox on 2016/06/19 20:31:16
I tried the latest compiler tyrutils-ericw-v0.15.5-win32, but it glitches off.
I'm just an old time user, winxp etc but version
tyrutils-ericw-v0.15.4-win32 goes great.
No bad word here for the harworking improvements,
more a shout from an old map compiler.
LIT File Size Mismatch
#441 posted by mh on 2016/06/19 20:56:49
This is an easy check engine-side and mismatches like this will never happen. Just check if com_filesize is equal to (l->filelen * 3) + 8; if so the LIT file is good, if not it's invalid and you can display a developer warning.
Thx For The Info
#442 posted by ericw on 2016/06/19 20:59:20
I changed compilers, will look into it. What is your CPU btw?
MH
#443 posted by ericw on 2016/06/19 21:24:02
yes good point! engines should really detect + print warnings + refuse to load invalid lit's.
MadFox
#444 posted by ericw on 2016/06/19 22:46:12
I think I fixed the problem, mind checking if this build works for you on XP?
Right!
#445 posted by madfox on 2016/06/21 14:49:36
I checked a rather big map I converted from Sin.
When I use the TreeqQbsp v2.03 it compiles.
The newer version compile faster, but end up with a leak after bsp compiling.
Of course it can be my lame '06.
Yeah
#446 posted by ericw on 2016/06/21 18:55:07
Use TreeQbsp if that works, or I'd recommend using rebb's version of BJP qbsp/vis: http://www.voidspark.net/projects/bjptools_xt/
The main thing in my tools is light.exe which has lots of new options.
Suggestion For Surface Lighting
Hey EricW,
Forgive me if this functionality already exists, but I thought of something that would help with lighting control.
Is it possible that a func_wall, func_detail or func_group be given a surface light flag for individual surface light control?
The current setup (using the light entity) lights up each instance of the "_surface" defined texture, however there are times that I don't want every instance of that texture lit or times that I want different colours or intensities on said textures.
Cheers.
#448 posted by ericw on 2016/07/25 18:26:55
Hmm.. I can see that would be useful, but I'm not sure if can be done easily.
The surface light template (the light entity with "_surface" "xxx") can use any keys allowed on lights, so it would be messy to read those light keys from a func_detail/group/wall entity.
As a workaround, creating a duplicate of the texture with a different name, along with a new surface light, might be the best option.
#449 posted by Rick on 2016/07/25 18:51:11
As a workaround, creating a duplicate of the texture with a different name, along with a new surface light, might be the best option.
That's similar to what I did for my Jam 6 map. I used TexMex to make a custom jam666.wad specifically for that map. I had textures that were the same but with different names. One with surface light and one without.
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