Thanks
#649 posted by PuLSaR on 2017/01/07 22:28:39
that was very helpful
Ericw
does "-bounce 1" bounce lights with negative values?
Nope
#651 posted by ericw on 2017/01/24 19:54:25
Negative lights are ignored by bounce
Hexen 2 Rotating Entities Broken
#652 posted by Bloodshot on 2017/01/25 03:08:18
The use of an origin brush for rotating entities doesn't work with -hexen2. The origin brush is visible ingame and the brush still rotates around the map origin
#653 posted by ericw on 2017/01/25 03:26:27
Yeah, there is no origin brush support at the moment.
Current behaviour is (designed for Q1 hipnotic rotation):
If a brush entity classname starts with "rotate_", qbsp looks at the "target" key, and searches for the targetted (point) entity. That point entity's origin becomes the origin of the brush entity.
I'm not sure if that is compatible with Hexen 2 rotation?
Probably Not
#654 posted by Bloodshot on 2017/01/25 03:46:45
Hexen 2's is more like half-life, though it uses the "flags" key for how many degrees it should rotate. I think you can manually enter the origin to specify where it should rotate but that doesn't seem to work right in trenchbroom
Figured Out A Sort Of Workaround
#655 posted by Bloodshot on 2017/01/25 04:08:26
You can actually manually put the origin in, but you have to place the brush at the map origin or it ends up outside the map.
Kind of a pain to light it properly but it works otherwise.
#656 posted by muk on 2017/01/25 04:54:15
lmao that sounds like an editing nightmare
#657 posted by ericw on 2017/01/25 06:23:34
Tried implementing it, download available on the github issue
It might be handy for Quake too.
Hope I did it right.. if there is a brush in a brush entity with the "origin" texture, the center of that brush is used as the model origin (qbsp translates the model so that point is at 0 0 0, and sets the "origin" key).
Also light no longer cares about the classname starting with "rotate_", if the brush entity has an "origin" key set to something other than "0 0 0", the faces will be translated to that position during lighting (hopefully doesn't break anything?)
Im Wondering
#658 posted by sevin on 2017/01/25 19:23:47
Is there a standard for final compile settings? I assume people leave BSP and VIS parameters alone, except maybe -bsp2 for BSP? Is that something everyone uses, or only if the map somehow doesn't compile as a regular BSP? Is there any reason not to use BSP2?
For light, judging by the doc page on Eric's site, I'd guess people use -extra4, -gate 1, -bounce 1, and maybe some -soft?
Final Compiles
#659 posted by ericw on 2017/01/25 19:45:56
Yeah, the main thing is to use -extra4 on light; the other tools can stay with the default settings.
-gate 1 is probably fine but it's actually a faster/lower quality option than the default. -bounce 1 is something you want to use from the beginning if you are going to use it, since it'll change the entire look of the map. -soft is personal taste, it will make the final lightmap softer.
Is there any reason not to use BSP2?
It's best not to use the -bsp2 flag unless it's needed so the map will run on the widest range of engines (including vanilla ones). qbsp will print an error if the map exceeds limits so that it requires -bsp2.
Also
#660 posted by sevin on 2017/01/25 19:50:45
-bouncescale .8 or so? What about sunlight and dirt settings in the worldspawn?
#661 posted by ericw on 2017/01/25 20:06:08
Tougher to generalize as those are more artistic choices. The screenshots / settings on the website give some starting points, you can also check map sources for ideas.
Yeah
#662 posted by sevin on 2017/01/25 20:17:41
I did check out some of the AD maps and was surprised to find very little dirt is used. Judging by the 1000 Cuts screenies I'd expect a lot more dirt, but maybe that's because of the greyscale. Sock seems to use 96 dirt, I'd think an intermediate between 256-512 would look nice.
#663 posted by Kinn on 2017/01/25 21:10:36
Sock seems to use 96 dirt, I'd think an intermediate between 256-512 would look nice.
Sock's 96 dirtdepth is not a bad value actually. A dirtdepth of 256-512 is something that works when looking at a distant shot of an otherwise fullbright map, like in the preview image on ericw's page. For a normally lit map, it means surfaces 256-512 units away will be darkening your target surface, which can just suck all the light out of interior rooms quite easily.
Kinn
#664 posted by sevin on 2017/01/26 00:20:01
I know it's probably a good value; Sock chose it. I have no Quake experience so all I have to go on are Eric's pics and various worldspawns. I need to jump in and make myself a test map.
#665 posted by PRITCHARD on 2017/01/26 04:54:01
I prefer to set things like bounce in worldspawn and keep my compilation configuration as "universal" as possible. I just use -extra4 and -soft on my light config, and I usually use bsp2 for qbsp because what current engine doesn't support it, anyway?
Lol...
Don't use bsp2 if you don't need it.
Pritchard
#667 posted by sevin on 2017/01/26 05:14:02
You can use the bounce parameters in the worldspawn? It doesn't say that on Eric's site.
#668 posted by PRITCHARD on 2017/01/26 05:20:55
Yeah, i'm pretty sure. Also, because of otp, i'm only going to release my maps in bsp2 from now on. (Not that I release any maps...)
#665
#669 posted by muk on 2017/01/26 05:43:09
Same. I only use in my compilation setup are the ones that can ONLY go in there. Otherwise the rest go in worldspawn.
Actually, speaking out loud, I need to add those to my .fgds.
Derp. I Meant #668
#670 posted by muk on 2017/01/26 05:43:49
#669
#671 posted by khreathor on 2017/01/26 11:12:37
I have .fgd with all Tyrutils-ericw options for my JACK setup, should be easy to transfer to TB2 if you want.
Wait
#672 posted by sevin on 2017/01/26 13:46:47
You can put this stuff in the fgd? How are you doing that?
#672
#673 posted by Kinn on 2017/01/26 14:02:53
Open the .fgd with a text editor and add/edit worldspawn fields like you would with any other entity.
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