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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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Re: Ericw, Mapping Help Thread Post #17150
don't worry, Linux package management just sucks..
what's the error?
I have hit the same thing on debian/ubuntu before, there's some magic flag to make apt-get work usually. also maybe we should move this to the OS thread...?
Thanks for being willing to look at it.
Initially when I typed "cmake .. -DCMAKE_BUILD_TYPE=Release" from within a newly created "build" directory as per the instructions that come with tyrutils-ericw, I was told that I had to install cmake using apt-get ... which I did, and then weird things happened.*
I thought the installation of cmake failed, because I still could not get the build process to work. I had another look, though, and it seems like the installation did work, but I need a higher version of cmake than the one that is in my OS's repositories:
cmake .. -DCMAKE_BUILD_TYPE=Release
CMake Error at CMakeLists.txt:1 (cmake_minimum_required):
CMake 3.1 or higher is required. You are running version 2.8.12.2
-- Configuring incomplete, errors occurred!
...which means I need to compile cmake from source, I guess?
*If you're interested, I can post the weird stuff that happened too. Basically, as soon as I typed "sudo apt-get install cmake", the terminal window was taken over by the drupal configuration/installation process, which keeps failing. This happens whenever I type "sudo apt-get install cmake" again.
#533 posted by ericw on 2016/09/23 21:19:51
OK, the problem is on my end; I thought I supported Ubuntu 14.04 but mixed up which cmake version it had. I'll see if I can adjust the cmake script and report back..
@total_newbie
#534 posted by ericw on 2016/09/23 23:24:54
Ok, I made some changes and updated the instructions for Ubuntu 14.04 x86_64:
https://github.com/ericwa/tyrutils-ericw#ubuntu-1404
If you are running 32-bit there will be more work to do but it should be possible as well
Correct Link
#535 posted by ericw on 2016/09/23 23:25:22
Absolute Path Not Possible With Qbsp.
#536 posted by Lurq on 2016/09/24 17:43:26
Not sure this is a bug, since it look deliberate in the code, but it would be interesting to know why. :) It treats any argument that begins with a '-' or with a '/' as a switch. Absolute path (linux), including relative to home, will begin with '/'.
Anyhow. It was an easy fix and the tools are awesome.
@ericw, Re #534, #535
Thank you! Will check it out and report back. Luckily I'm running 64 bit on my current primary computer.
@ericw
Thanks, those instructions worked. :)
Now I just need to gather enough courage (and set aside enough time in case of repeated failure) to attempt building TB2 as per your instructions, and I'll be back in business.
Awesome
#539 posted by ericw on 2016/09/25 22:19:40
Netradiant / Qbsp Leak Finding
#540 posted by ww on 2016/09/26 21:21:10
How are you guys going about finding leaks using netradiant and qbsp/txqbsp? Specifically looking to find the "Detail Nodes facing the Void". I can use q3map2 to find normal entity leaks, but it doesn't work for func_stuff. Is there an easier way than hunting through the map seams?
#541 posted by ericw on 2016/09/26 21:53:14
The main idea is to use the pointfiles (mapname.pts) output by qbsp/txqbsp. The quake engine can load them with the "pointfile" command. I use Trenchbroom to load them.
re: "Detail Nodes facing the Void" warning, this is unique to how func_detail was integrated into Quake tools. It's not the same as a leak.. as far as I know, the only problem that warning can cause is reduced vis quality (the fact that this is an issue at all may be a bug in vis, not sure.)
To avoid the warning: having world brushes seal in the func_detail is not good enough, because detail clips away world, and the warning happens after the CSG phase when every brush is clipped against every other one. You want to ensure there are some non-detail *faces* left in the final bsp (what you see in-engine) that, if you extend the planes they are on, enclose all of the detail faces.
e.g. if you have an outdoor area where the entire floor is detail, I think you will get that warning
Func_detail
#542 posted by Qmaster on 2016/09/28 00:30:06
So, I did some experimenting and func_detail can actually be used to seal the map. Um...what?? Also, func_detail brushes are still being used to slice up the space into more and more leafs. Again...huh?? So func_detail is essentially worthless except to speed up vis then? I could use func_wall to save on leafs and not worry about leaks mysteriously showing up when I hide the (leak would be there anyway).
I thought the point of func_detail was to not affect vis, like, at all. No leafs added, no slicing other brushes. Is it possible for func_detail to work like in Source: https://developer.valvesoftware.com/wiki/Func_detail
func_detail will always cut up brushes. It's sole purpose is to speed up vis.
Purely Out Of Interest
#544 posted by Kinn on 2016/09/28 00:51:27
Assuming latest ericw tools are used, what are the downsides of using buttloads of func_wall in place of func_detail?
func_wall lighting might get a bit funky. You'd have to remember to include things like _shadows and _dirt etc.
That's the thing I can think of mostly being affected.
The other issue with using brush entities is that you are contributing to the entity count. If you're trying to stay under 255 ents for extra compatibility I guess then it's better to stick with func_detail.
#547 posted by ericw on 2016/09/28 01:19:20
func_wall downsides:
- counts towards entity limits (I guess they are probably static ents?)
- likely will have overdraw?
- they can have different rendering performance quirks depending on the engine (and how well the GL driver optimizes what the engine is doing).
Quakespasm: there is some setup cost per-func_wall rendered, but they use the same drawing code as the world, so they can have lots of faces and still render fast
Fitz085 and I believe MarkV use R_DrawSequentialPoly which scales badly on funcs with lots of faces
#548 posted by ericw on 2016/09/28 01:36:32
Also, func_detail needs to create leafs, otherwise collision wouldn't work, rendering might break depending on the engine. The engine needs to have been designed with func_detail in mind to support not creating leaves (q2/q3/source?).
Func_wall Lighting
#549 posted by Qmaster on 2016/09/28 01:57:05
Ok. On a related note, can func_wall have keys added to receive and block lighting identically to a func_detail.
Yep
#550 posted by ericw on 2016/09/28 02:14:48
"_shadow" "1"
You're The Best, Thanks!
#551 posted by Qmaster on 2016/09/28 02:27:28
Is there a simple reason why the light tools can't be extended to produce lightmaps of essentially arbitrary resolution?
More generallly, -extra 4 is still producing aliased shadows for me (e.g. here: https://ubiquitousgame.files.wordpress.com/2016/09/01.jpg). Is there anything I could try to get better looking lightmap resolution?
#552
#553 posted by Kinn on 2016/09/28 14:29:49
It would require new file formats and engine support I would imagine.
This was thoroughly investigated a while back and actually got working, and from what I remember the feedback went something like:
"Oh this is cool but a bit too sharp actually, can the shadows be made softer?" (makes it softer) "Hmmm, even softer?" (makes it even softer) "...softer still?...ok actually on reflection I think quake's default lightmap resolution actually looks better but thanks anyway ^_^"
#554 posted by dwere on 2016/09/28 14:34:06
I imagine the tools to generate the lightmaps weren't as good then? From what I can tell the quality of lighting improved quite a bit in the last N years.
Lightmap Resolution Is Tied To Texture Resolution
#555 posted by mankrip on 2016/09/28 14:37:35
This is a limitation of the vanilla BSP format. Lit2 solves it, but only a few engines supports it.
#554
#556 posted by Kinn on 2016/09/28 17:35:58
I think it was only something like one year ago when this was explored. Might be wrong - my temporal awareness is somewhat shoddy to say the least.
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