Personally
#30 posted by - on 2015/07/25 05:28:50
What I've found works best for lava: use really low surface lights just to fill areas (if you find it necessary), and then hand place a couple really bright lights that will do the heavy lifting and cast your major shadows in the area.
and be sure to set "_dirt" "-1" on the lava lights, you don't want dirty corners next to your lava!
#31 posted by JneeraZ on 2015/07/25 11:23:51
"Never actually considered that you can use two lights on the same surface :O "
!! Same. No idea ... neat!
Oh Shit
#32 posted by DaZ on 2015/07/25 17:09:57
You could use a 2nd light with a high offset on the lava and make it a bounce fill light.
AWWWWW YYYYEAAAAHHHH
#33 posted by ma†echa on 2015/07/28 09:38:01
hey DaZ, when I try to load your .fgd (Beta 5) in TrenchBroom I get the following error:
"Parse error at line 26, column 39: Expected token type closing bracket, or word but got colon"
Personally I'm guessing it's TB's parser, not your .fgd
Hmm
#34 posted by DaZ on 2015/07/28 18:22:42
Looking at the row/col. It's the first line of added code in the file, so I'm guessing that the version of fgd the file is written in is incompatible with TB.
This fgd was written for Jackhammer / Valve Hammer and probably uses some things that are not compatible with Trenchbroom (the colour picker comes instantly to mind).
It's worth noting that you can still use all these new features that are exposed in this fgd, you just have to add the key/value pairs manually.
It's A Bug
TB doesn't like the comments after the second colon. This is an oversight by me, I didn't read the FGD spec carefully enough, and the FGD files I had used for TB didn't contain such comments. File a bug report and attach the file so that it gets fixed, please.
#36 posted by JneeraZ on 2015/07/28 19:31:21
So I guess a temp fix would be to just delete the comments. In case that wasn't obvious. :)
But
#37 posted by DaZ on 2015/07/28 19:57:40
the comments are useful as they show up in jackhammer/hammer help screen. That's why I added them in the first place :D
But yes, you could remove all the comments and it should work.
#38 posted by JneeraZ on 2015/07/28 20:19:12
Right, I get that. But it's either wait for someone to fix Trenchbroom OR start using the FGD now. So ... choose your path, fair user. :)
#39 posted by ericw on 2015/07/28 20:22:49
The fgd won't be useful in tb1 anyway, since tb1 doesn't display the key/values part of the fgd. Will be nice in tb2 though :-)
Func_group
#40 posted by necros on 2015/07/30 05:34:23
do func_groups get ignored or something? I have a map with a func_group in it with ~4k brushes in it, but qbsp finishes in 1 second with the following:
---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
19190 faces
4766 brushes
4 entities
2 unique texnames
38380 texinfo
Opened WAD: ..\..\QE3\gfx\jam6\mapjam666.wad
Opened WAD: ..\..\QE3\gfx\jam6\lavacity1a.wad
Opened WAD: ..\..\QE3\gfx\sock_palc_supp.wad
Processing hull 0...
Processing hull 1...
Processing hull 2...
---- WriteBSPFile ----
0 planes 0
0 vertexes 0
0 nodes 0
6 texinfo 240
0 faces 0
0 clipnodes 0
1 leafs 44
0 marksurfaces 0
0 surfedges 0
1 edges 8
2 textures 391772
lightdata 0
visdata 0
entdata 293
0.152 seconds elapsed
Peak memory usage: 13694572 (13.1M)
looks like it's skipping it?
Weird..
#41 posted by ericw on 2015/07/30 05:48:23
one idea, make sure there's at least one ordinary brush in worldspawn that's not in a func_group/func_detail. There's a bug that happens if there are no regular brushes.
#42 posted by necros on 2015/07/30 05:54:42
haha yup! thanks!
and while you're here... currently in this qbsp, mixed face contents is a full error that halts compilation, while other compilers (aguirre's in my case) will just give you a warning and convert the brush to a solid.
any chance of doing the same here? mixed face contents really isn't a big deal, at least, not enough to warrant an error.
Nice :)
#43 posted by ericw on 2015/07/30 05:59:47
re: mixed face contents, sure, I'll look into how bjptools handles it
#44 posted by JneeraZ on 2015/08/02 12:44:02
One quick suggestion ... when the user doesn't specify "-threads" maybe set the value to "# of cores in this machine" - 1. That leaves one core available for working on the level or checking email or whatever.
I found when I set up my batch file to use one fewer core than I actually have, working on maps became a lot more fluid...
Daz
Your fgd file contains a few integer properties with float default values such as in line 34:
_range(integer) : "Global light range" : 0.5 : "Scales the brightness range of all lights without affecting their fade discance. Values of n more than 0.5 makes lights brighter and n less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the 'light' and 'wait' attributes"
That's technically invalid and I don't know what JackHammer and others would make of it. TB currently crashes at that line. I'll fix it and round such values.
And More
In line 76, there is this:
@baseclass base(Appearflags) flags(Angle) size(-16 -16 -24, 16 16 32) offset(0 0 24)
color(0 255 0) = PlayerClass []
The flags(Angle) part is syntactically wrong. Check https://developer.valvesoftware.com/wiki/FGD
Re: #44
#47 posted by necros on 2015/08/02 22:33:44
While doing n-1 threads by default works, I think I'd prefer auto-setting priority to "below-normal". This way, when the computer is idling, it'll use all cores, but if needed, it can be put into the background while you work on your map.
#48 posted by JneeraZ on 2015/08/02 22:35:02
That might work too. All I know is that right now, if I don't hand set the thread count, I end up with a machine that can't do much while light runs...
#49 posted by necros on 2015/08/02 22:59:46
haha yeah, i know what you mean.
as a workaround, you can start light/vis with the start.exe command:
START /BELOWNORMAL light.exe to manually set thread priority.
Nice
#50 posted by ericw on 2015/08/02 23:05:19
I'll make it do that automatically in the next release
I Have An Iq Of -94
#51 posted by DaZ on 2015/08/03 16:09:00
Sleepwalkr, I'm fixing the fgd but I don't understand a few parts of it.
_range(integer) : "Global light range" : 0.5 : "Scales the brightness range of all lights without affecting their fade discance. Values of n more than 0.5 makes lights brighter and n less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the 'light' and 'wait' attributes"
If I just set the value type to float instead of integer will that fix the error? This value defaults to 0.5 and 1 will change light values in the map.
@baseclass base(Appearflags) flags(Angle) size(-16 -16 -24, 16 16 32) offset(0 0 24)
color(0 255 0) = PlayerClass []
Honestly I just copied this from the fgd that ships with Jackhammer so I don't actually understand it. Can you post the correct syntax and I can update it!
<3 <3
#52 posted by necros on 2015/08/03 16:20:12
For float values, just use string!
Daz
The integer vs. float thing: Integers cannot (or at least should not) have non-integer values, so that default value of 0.5 is nonsensical. Either use float or use an integer default value. If non-integer values are supposed to be okay, then do this:
_range(float) : "Global light range" : "0.5" : "yadda yadda"
As necros said, default values for floats should be in quotes.
As for the flags thing, what are these flags actually for? Does that specify additional spawnflags? Maybe it's something only JH understands.
Either way, TB2 now ignores such things (and gives a warning), but it would be cool if that FGD were compatible with all editors.
If you want, I'll make you a TB2 build to test with so that you can make all warnings go away.
TB1 also doesn't like the "color255" types used by JH.
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