#475 posted by Rick on 2016/08/12 20:30:30
@Rick, some -basedir argument for qbsp?.. and probably -game too...
Something like that I guess.
Netradiant wants the wads in the ID1 folder. Put them there and it works fine, anywhere else and you have no textures in the editor.
Frequently I dig out old maps from years ago and run them through QBSP and get no textures errors. Then I have to go manually edit to fix "wad" "E: \\ worldcraft \\ test.wad" or whatever I was using back then.
I'd rather the map just used "wad" "wadname.wad" and let the compiler find it (with the assumption that the wad is somewhere in the Quake folder).
Does Your QBSP Support Decimals As Texture Offset Values?
#476 posted by negke on 2016/08/14 13:46:15
Yes
#477 posted by ericw on 2016/08/14 18:47:27
Who Else Would Need To Move Textures By Fractions Of Pixeks
After You Rotate A Texture Probably
#479 posted by Kinn on 2016/08/15 21:41:18
#480 posted by metlslime on 2016/08/15 21:50:51
yeah, if you do the classic 1:4 2:4 3:3 4:2 4:1 cylinders, you will have some angles that you can't perfectly line up the textures on with whole degrees. Not noticeable until you have a long enough surface with the same angle
Ahoy
I'm getting this error with my map:
light: /home/benny/Downloads/tyrutils-ericw-ericw-v0.15.5/light/light.cc:656: void CalcualateVertexNormals(const bsp2_t*): Assertion `smoothedNormals.find(v) != smoothedNormals.end()' failed.
As well as a bunch of: WARNING: couldn't nudge light in solid at -1586.848267 174.062302 507.337677
Which I assume is because some of the surface light textures cover the entire brush and some are against other solids.
This same map didn't give me errors with an earlier version. Running ubuntu 16.04.
Also, isit possible to have phong shading on non func_details, I have a func_illusionary or two I'd like to use it on.
Thanks in advance!
Shamblernaut
#482 posted by ericw on 2016/09/07 21:30:44
Mind emailing me the .map+.bsp+.texinfo?
phong shading on any func_ should work. You have to run a full qbsp to update the .texinfo file though.
btw hoping to make a new release pretty soon
Thanks
the new version compiled and works a treat.
also the "-gamma" command is amazing, saved me having to decrease all my light values after adding -bounce
Dirtmapping Lit Liquids Bug
#484 posted by mankrip on 2016/09/09 01:11:18
Liquid surfaces should be completely ignored when dirtmapping, but they aren't. Here's an E1M2 screenshot.
Ideally, lit liquids shouldn't receive or emit dirtmaps.
Addendum
#485 posted by mankrip on 2016/09/09 01:14:36
I've taken that screenshot with the water fully transparent, and the map was compiled with these parameters:
$bsp_exe -nopercent -splitspecial $bspdir/$file
$light_exe -extra4 -dirt -dirtmode 1 -dirtgain 0.875 -dirtscale 1.5 $bspdir/$file
What If The Liquid's Supposed To Be Opaque?
#486 posted by Kinn on 2016/09/09 01:16:44
#487 posted by khreathor on 2016/09/09 01:25:26
"_dirt" "n"
For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.
Maybe it will work with water brush too?
#487
#488 posted by mankrip on 2016/09/09 01:48:39
I've just tried it, and _dirt -1 doesn't work on func_detail.
Addendum
#489 posted by mankrip on 2016/09/09 01:51:33
Well, actually _dirt -1 sort of works on func_detail. The water isn't dirtmapped now, but it still casts dirtmapping in the rest of the world model.
#490 posted by ericw on 2016/09/09 01:58:45
Thanks for the report, I will fix it properly.
Probably I'm checking for TEX_SPECIAL and skipping casting/receiving dirt if that is set, need to also check if the texture starts with
"*" or "sky" in case splitspecial is used.
#491 posted by mankrip on 2016/09/09 02:03:46
Thanks.
A little feature request: Can you add individual options for -splitliquids and -splitsky? This would be more optimal than -splitspecial, since there's usually no reason to allow sky surfaces to be lit.
#492 posted by ericw on 2016/09/09 02:08:15
It should be there already, just called -splitturb instead of -splitliquids
:) Indeed
#493 posted by mankrip on 2016/09/09 02:29:46
It is; I've tried it out, and it worked.
Thanks, I've updated my compiler parameters.
Actually
#494 posted by Kinn on 2016/09/09 21:38:30
Gosh I had no idea lit liquids were even supported in this tool. Any chance someone could give those quakespasm cheps a bit of a nudge?
V0.15.7 Released
#495 posted by ericw on 2016/09/09 22:31:03
Get it at: http://ericwa.github.io/tyrutils-ericw/
Not really any new features, but lots of performance improvements. It's something like 2-4x faster depending on the map.
Also fixed the regression with bmodels touching the world that Kinn reported.
full changelog: https://github.com/ericwa/tyrutils-ericw/releases
minlight no longer bounces
I can't even begin to imagine how that worked or looked.
#497 posted by mankrip on 2016/09/10 02:04:06
V0.15.7 isn't compiling at all here.
** Executing...
** Command: C:\Dev\Tools\tyrutils\bin\qbsp.exe
** Parameters: -nopercent -splitturb C:\Projects\QuakeDev\Game\Quake\_QDebug_\maps\E1M2
* WARNING: File was not built!
"C:\Projects\QuakeDev\Game\Quake\_QDebug_\maps\E1M2.prt"
Addendum
#498 posted by mankrip on 2016/09/10 02:10:22
It was the 64 bits version. The 32 bits version is compiling fine. However, I'm on Win 7 64-bit.
#499 posted by ericw on 2016/09/10 02:36:51
Maybe try installing the 64-bit version of the msvc 2013 runtime (vcredist_x64.exe)?
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