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)?
Bingo!
#500 posted by anonymous user on 2016/09/10 03:09:11
#499
#501 posted by mankrip on 2016/09/10 03:29:07
I'll try it.
In the meantime, I've confirmed that the worst part of the dirtmapping bug is now fixed; liquids won't cast dirtmaps on the world anymore.
They still receive dirtmaps, but at least this problem can be worked around by func_detailing them with _dirt -1: screenshot.
Fast!
#502 posted by PRITCHARD on 2016/09/10 05:19:24
Wow, 0.15.7 is incredibly fast! I don't have specific times, but it speeds up light on my map by a huge amount. No idea what kind of wizardry was performed for this, but it's really cut down on the iteration time for my map. Thanks so much!
#503 posted by ericw on 2016/09/11 03:14:49
Pritchard - awesome :)
got some bugs reported and fixed already (to be in the next release):
- the "unmatched" target warning was broken
- skip-textured func_'s with "_shadow" "1" were broken (for making invisible shadow casters)
This one was tricky due to how I migrated light away from using the BSP for raytracing. The workaround I implemented has a limitation that the entire bmodel has to be textured with "skip", otherwise the skip textured bits don't cast shadows. Hopefully this covers the common use cases for that trick, though.
Mankrip
#504 posted by Breezeep_ on 2016/09/13 02:08:16
That looks pretty damn cool. How did you get the water to draw shadows like that?
Only A Warning, I Assume This Isn't A Big Issue
thought I would report it just in case.
vis.c: In function �LoadPortals�:
vis.c:1120:9: warning: ignoring return value of �fscanf�, declared with attribute warn_unused_result [-Wunused-result]
fscanf(f, "\n");
#504
#506 posted by mankrip on 2016/09/14 07:09:03
Using independent surface caches for texture & lighting, and combining them in realtime.
The drawing routines of liquid textures (and now, of power-of-two textures too) were mixed with the drawing routines of regular surface-cached routines, combining the texture & lighting in realtime before blending the result into the framebuffer.
It's not difficult to do, just really tedious. Involves modifying and rewriting a lot of code.
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