It's "mangled Tags Monday"
#44 posted by Preach on 2013/03/04 19:52:15
Get in
Ideas
#45 posted by Tyrann on 2013/03/04 23:36:57
Entity minlight - Easy. Will add that.
The AI clip thing, don't think it's possible. The thing is that Hull0 *is* the visible hull. There is no separate clipping hull for point size entities, they use the same bsp tree that the renderer uses.
Phong Or Some Kind Of Smoothing
#46 posted by Tyrann on 2013/03/04 23:41:30
It should be doable, but the information about which brushes are grouped are lost after the BSP has been produced, so can't use that as a basis.
A tweakable command line parameter (or worldspawn key) to set the maximum angle between two surfaces to consider for phong shading/smoothing should work and I believe there are Q2/Q3 tools that did this (though I forget the name now). Could also restrict it to faces with the same texture as well if that seems like a useful thing to do.
#47 posted by metlslime on 2013/03/04 23:41:57
recommend you call it "_minlight" since the engine automatically ignores keys that start with an underscore (this is so you can add new fields for the compilers that don't have to be in the progs.dat definitions list.) Otherwise players will get spammed with "minlight is not a field" messages.
Phong Shading
#48 posted by Kinn on 2013/03/04 23:53:42
Hmmm...some way of specifying it to only use phong shading on faces that use certain textures might be a good idea...
Whilst we're all in crazy wishlist mode - what about an option for brush entities to cast shadows (on the world and other brush entities)
#49 posted by sock on 2013/03/04 23:55:11
@Tyrann, doing phong shading on surfaces with the same texture would be awesome. Another option is to use a keyword in the texture name. Maybe you can specify the keyword as a parameter.
Example command line : "-phong terrain" Textures containing the word "terrain" have phong shading applied to their edges.
Having the _minlight key on any entity would be awesome, I can think of plenty of situations where that would be handy.
Phong Shading Texture...
Or have it identify with certain texture names? Like how fluids begin with an * or animated textures begin with a + ?
If we have phong shading and minlights we could emulate Quake 3's shading on curves really accurately? This would be amazing!
#52 posted by Spirit on 2013/03/05 00:13:43
aguirre's tools have the anglesense parameter, maybe that is related?
#53 posted by sock on 2013/03/05 00:21:46
I already use anglesense, but unfortunately it is applied to everything which makes it difficult to fine tune.
Faking Clips
#54 posted by Preach on 2013/03/05 00:45:45
The AI clip thing, don't think it's possible. The thing is that Hull0 *is* the visible hull. There is no separate clipping hull for point size entities, they use the same bsp tree that the renderer uses.
Ah, was worried you'd say that. Still, if we can have brushes that are both skip AND detail, we can fake it. Imagine we're just trying to create 1 solid transparent window in a visible square frame. On the front of the frame we make a square based pyramid, so that the four vertices of the base meet the vertices of the frame, and the point of the pyramid points backwards.
This brush doesn't clip away any of the inside of the frame, because it only touches the edges of the other surfaces. Make it skip and you've got an invisible hull-0 face. You can already do this much with the existing skip tool.
Naturally the next thing would be to make another brush on the back of the frame, so the window clips correctly from both sides. The problem to date is that sealing the area on both sides causes it to be clipped away. Even if one side is left open, VIS believes the skip brushes are opaque and starts culling the inside of the frame when looked at from the front. I think that making these brushes details as well as skip ought to fix both problems at once - but I should probably put my money where my mouth is and try it!
Nice Idea!
#55 posted by Tyrann on 2013/03/05 01:28:11
Preach: yeah, I think that might just work! :)
Sock
#56 posted by Spirit on 2013/03/05 08:05:29
you can specify it per light entity, not only globally
Procrastinating
#57 posted by Spirit on 2013/03/05 16:52:44
Is it me or Wine or does this vis totally kick wvis' ass?
I just vis'd EvilExhumed.bsp in 70 seconds with this vis, but with wvis in wine it took 12 minutes!
#58 posted by Spirit on 2013/03/05 17:07:19
Let's do some benchmarking in any case, I always wanted to do that.
https://www.quaddicted.com/tools/vis_benchmark
#59 posted by Spirit on 2013/03/05 17:09:04
Damn link abbre.....
That link above invites you to run some VIS on gmsp3v2.bsp and has a table where you then can add your numbers.
#60 posted by JneeraZ on 2013/03/05 18:00:34
[quote]I just vis'd EvilExhumed.bsp in 70 seconds with this vis, but with wvis in wine it took 12 minutes! [/quote]
Srsly? Damn, that's great! I wonder what he did to his version ... whatever it is, somebody pour more in. :)
#61 posted by JneeraZ on 2013/03/05 18:01:34
Jesus FUCK with this non-standard tags...
I just vis'd EvilExhumed.bsp in 70 seconds with this vis, but with wvis in wine it took 12 minutes!
Srsly? Damn, that's great! I wonder what he did to his version ... whatever it is, somebody pour more in. :)
#62 posted by Spirit on 2013/03/05 18:18:49
I added qfvis and bjp to the wiki page.
Could someone make a bat file that runs it all without the need for interaction? The only parameter the user has to supply is the number of threads for qfvis, the other tools pick them themselves.
Is this some additional thing on top of normal vis? If not you could run it with necros compiling tool without having to mess around with batch files?
#64 posted by gb on 2013/03/05 19:21:28
If some Quake 1 tool gets phong shading, Q1 mapping would suddenly look more attractive again.
Higher resolution lightmaps? :-p
#65 posted by gb on 2013/03/05 19:23:57
... dirtmapping... ok, I'm dreaming. Nevermind.
Ambient Occlusion!!
#66 posted by Kinn on 2013/03/05 19:26:12
didn't necros make some interesting progress on ambient occlusion a while back?
Spirit
#67 posted by spy on 2013/03/05 19:43:12
tyrvis
---- TyrVis v1.0 ----
running with 4 threads
BSP is version 29
4040 leafs
10656 portals
Calculating Base Vis:
0....1....2....3....4....5....6....7....8....9....
Calculating Full Vis:
0....1....2....3....4....5....6....7....8....9....
average leafs visible: 181
c_noclip: 0
c_chains: 158170515
visdatasize:282459 compressed from 2040200
Writing BSP version 29
144.0 seconds elapsed
=================================
---- WVis 2.31 ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
File: gmsp3v2.bsp
4040 portalleafs
10656 numportals
testlevel = 4
Using 4 threads.
average leafs visible: 176
max leafs visible: 518 near (384 2240 -768)
c_chains: 113742805
visdatasize: 270 kb compressed from 1992 kb
Elapsed time : 4:00
==========================================
qfvis
i gave up after 15minutes
--------------------------------
specs - i-760 -4gb ram -win7 x86
#68 posted by JneeraZ on 2013/03/05 19:45:20
average leafs visible: 181
average leafs visible: 176
That's interesting. I wonder what the difference is...
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