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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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#576 posted by Spike on 2016/10/03 03:54:59
texture projections are still just a lightmap trick, so there's a resolution of 1/16th of your normal res. think of it as just a filter over the light, projected by a single side of a small cube around the light (you can distort the cube a bit by using the fov, the other 5 faces of the cube are black).
so yes, all it does is basically tint the colour of the light.
which means that if you make some white image and scale that up 16-fold, then you'll get the same lightmap res as the nearby textures without depending on engine extensions (lit2 would allow you to scale the lightmap per-func_detail without needing new textures).
But... you'll probably end up shining light on the neighbouring surfaces too, so it'll be a bit too hard to control.
it'd be nice to do some sort of alpha blending from one side of a face to another, for a nice blend, but politics and compat issues would make that an absolute nightmare.
If you really want that, q3bsp+terrain shaders is the only proper answer right now.
#577 posted by ericw on 2016/10/03 04:07:31
The only portable (across engines) way to increase the lightmap resolution is kind of a hack, scale up a texture by 2x in the wad file (e.g. 64x64 to 128x128), and then use a texture scale of 0.5 in the map editor.
_project_texture only really works for stained-glass windows like spike's screenshot in post #558. Another point: the projected texture will look less like mush if it's projected over a larger area / further from the light source.
For texture blends the best bet is just make custom textures or use a wad with them. Even ignoring the resolution issue, the lightmaps are multiplied by the texture colors, so it would look like grass projected on top of rocks etc.
Oh Well
#578 posted by PRITCHARD on 2016/10/03 04:48:27
I figured there would be issues like that. My gravel path shall continue to fail the existence test. Thanks for the explanation though, good to have my suspicions confirmed.
Pritchard
#579 posted by Mugwump on 2016/10/03 05:46:49
I remember some fantastic-looking hi-res textures of earthy/rocky paths blending into the grass on the sides, made for Oblivion. They might not be exactly what you're looking for but they could be worth checking out for inspiration.
#580 posted by PRITCHARD on 2016/10/03 06:09:23
It would be nice, and maybe i'll take a look in that direction, but i'm not too invested in this idea and frankly finding an appropriate wad or making one myself would take far too much effort for the results i'm looking to get.
You can see where the path would go here, on the grass with the two dogs. It's a pretty small area and so i'm just going to drop the issue now.
There Is An App
Called quake texture tool.
Allows you to blend two textures together. I've tried it and it gives mixed results. Give it a whirl, you could probably get better results using other methods, but the tool is pretty quick.
https://www.quaddicted.com/files/tools/quake_texture_tool_v0_1_0.zip
#582 posted by ericw on 2016/10/03 08:36:48
Urgh
#583 posted by ericw on 2016/10/03 08:37:29
#584 posted by Spike on 2016/10/03 09:04:57
someone needs to come up with something cool with fence textures acting as decals. especially if they move...
Ericw
#585 posted by PRITCHARD on 2016/10/03 09:43:21
that does look nice (judging by the preview) but I'm not seeing any corner pieces; that's what's stopped me from using the hexen 2 textures too, since that's where my grass is from right now; it has a dirt path, but there's no texture for the inner corner so it's pretty useless.
#586 posted by Mugwump on 2016/10/03 13:50:44
Can't you find a way to make a corner yourself with two 45-degree-cut brushes and play with texture alignment so the seam isn't too noticeable?
I Feel Like I'm In Mapping Help
#587 posted by PRITCHARD on 2016/10/03 15:30:26
Perhaps, but historically it hasn't worked very well. The hexen textures have a very nice blend into the dirt texture, with defined blades of grass that'd make it difficult to capture the same effect with brushwork (i'd say impossible).
Trying to make up for texture deficiencies with brushwork is normally a losing battle. Quake's gridsize only goes so small, after all.
Pritchard
#588 posted by Kinn on 2016/10/03 15:52:37
Just fire up Zendar and look at the ground in the opening valley. That sort of thing is the best way of doing it I think.
Quake's all a bit "squint your eyes and it kinda works". There's no point getting too perfectionist about this.
Minor Update V0.15.8
#589 posted by ericw on 2016/10/03 19:28:43
Oh Boy
#590 posted by PRITCHARD on 2016/10/04 00:46:39
My name, preserved in a changelog for all eternity! I'm gonna be so famous!
Ooh
#591 posted by sevin on 2016/10/04 00:58:25
Thanks for the update, Eric - and Pritchard :)
.DLL's Required?
#592 posted by damage_inc on 2016/10/04 07:24:48
There are 3 .dll's in this release(V0.15.8) that I just downloaded, is that a thing now?
I only ask cause I've never seen anything but .exe's for the build programs until now.
"embree.dll, tbb.dll and tbbmalloc.dll"
Yeah
#593 posted by ericw on 2016/10/04 08:12:33
I'm using an external raytracer (embree) in light now, mostly for performance. It's open source (Apache v2) and developed by Intel so it shouldn't be sketchy. The dll's are downloaded from: https://github.com/embree/embree/releases
#594 posted by damage_inc on 2016/10/04 09:42:14
Okay, thanks.
#595 posted by PRITCHARD on 2016/10/04 09:51:13
Bounce lighting is a crutch
i blame you for my lazy light work ericw >:(
#596 posted by Mugwump on 2016/10/04 13:52:09
I would say exoskeleton rather than crutch. Nice lazy light work, Pritch, I love the chiaroscuro effect.
#597 posted by PRITCHARD on 2016/10/04 15:07:07
Thanks, it's always nice to get compliments with fancy words I have to Google. I'm not really ashamed of how much I'm abusing the feature, it's a wonderful way to get smooth, soft lighting (those jagged edges are with soft and extra4!). I try to rely on visible sources where possible so having them reach as far as possible is a great help in a lot of ways.
I will say though that it's a shame it doesn't work for switchable lights! That's how I ended up with that before and after pic, adding a targetname to the light... Ruined my idea of an ambush in the dark...
#598 posted by Mugwump on 2016/10/04 15:41:31
"I try to rely on visible sources where possible so having them reach as far as possible is a great help in a lot of ways."
I haven't reached the point where I try this feature yet, but I bet it indeed saves a lot of time by making the placement of additional ambient lights unnecessary.
"I will say though that it's a shame it doesn't work for switchable lights!"
Hmmm... Eric? Would that be within the realm of possibilities for a future update?
Styled Lights Bounce
#599 posted by ericw on 2016/10/04 21:38:42
I'll look into it! It was something I left out initially to keep things simpler. Nice screenshots!
The "Brush Primitives" Map Format
#600 posted by Kinn on 2016/10/04 21:50:15
Any chance of supporting the "brush primitives" map format (like how we support Valve 220) ?
As far as I am aware, the "brush primitives" format was introduced for Quake 3 engine games, and is supported by GTKRadiant-based editors. It's like Valve 220 in that it allows textures to be projected properly on the brush face, instead of just the coordinate axes. I don't know too much about it, but there's an overview of the various map formats here:
http://quark.sourceforge.net/infobase/src.topics.face.html
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