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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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Ok, this seems to have fixed a couple of issues in my map so I will be using this :) 
Fifth 
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 
Looking at the current source, you've implemented support for properly lit water.

Thanks EricW, I'll try it out. 
Alright 
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. 
 
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! :) 
 
And May I Say 
Those screenshots are gorgeous! 
New Version 0.15.5 Is Up 
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? 
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 
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! 
Thanks for the suggestion about the .lit file, I found one and deleted it and now everything is working fine! :D 
Duh 
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 
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 
I changed compilers, will look into it. What is your CPU btw? 
MH 
yes good point! engines should really detect + print warnings + refuse to load invalid lit's. 
MadFox 
I think I fixed the problem, mind checking if this build works for you on XP? 
Right! 
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 
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. 
 
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. 
 
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. 
 
Heya, yeah... That workaround... It feels like I'd be adding bloat to the map (not that it's an issue with such small textures or modern machines).

I spent the last few hours looking through the code... It's a bit beyond my skills to modify it. But I think I'm slowly getting a handle on it.

At the moment the program cycles through all entities searching for the key value "_surface", not just light entities. So it's possible to play around with lights on other entities, but there is no light drop-off with these.

I suspect that this has something to do with geometry detecting as worldspawn? because the output: "Creating surface lights for texture "DOPEFISH" from template at ()" omits the origin.

I thought that I might be able to modify the function to use a name key rather than a texture name for "_surface". Or modify it to read the colour and intensity keys from the geometry (as func_detail) rather than the light entity itself.

Either way, I need sleep. I might come back to this later and have another crack at it. 
 
Yeah, it's true duplicating textures adds some bloat.

At the moment the program cycles through all entities searching for the key value "_surface", not just light entities
I think that's an accident.. I'm currently reworking the entity handling code (on the master branch on github) to have a clear distinction between lights, bmodel entities, and other entities.

"Creating surface lights for texture "DOPEFISH" from template at ()" omits the origin.
Hmm, that is a bug.

I thought that I might be able to modify the function to use a name key rather than a texture name for "_surface". Or modify it to read the colour and intensity keys from the geometry (as func_detail) rather than the light entity itself.
The main problem with doing anything with func_detail/group in light.exe is the information about which faces correspond to the entity doesn't exist in the .bsp. I hacked something together for supporting a few keys on func_detail/group (_minlight, _phong, _dirt) but it was pretty awkward; the keys are parsed by qbsp, values packed into an integer so they can flow through qbsp's processing and are then dumped into an auxiliary file (.texinfo) which is then parsed by light.exe.

My hunch is it's not worth jumping through all those hoops for this feature, but it could be done.

btw, another workaround worth mentioning.. there is a "-surflight_dump" flag, which writes the generated lights to a file. so you can use "_surface" lights to generate a first draft version of the map lighting, dump the generated lights to a file, delete the "_surface" lights and paste in the generated lights, and then tweak them individually. 
Bouncy Castles 
The bounce feature looks badarse. I have a question though - how are the bounce lights attenuated? Does the attenuation of bounce lights depend on the attenuation of the source lights? 
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