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Tyrutils-ericw V0.15.1
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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Floats Do It! 
Thank you Spike! As soon as I changed the values into floats, the light got rendered nicely.

Also, when I turned off rtworld, as suggested by EricW, the rendering was pretty close to how FitzQuake does it. Although, I do have to admit it, it's a bit bland this way.

If anyone wanted to check a poor presentation of the above, go to https://flic.kr/s/aHskVVmHss. 
Face->numpoints > MAXEDGES (64) 
Got this error when working on my map, after I made a brush that was way too finely curved for its own good. Is there any solution other than just having rough edges? :( 
 
Csg Split it into several smaller brushes? 
 
More than 64 verts will crash most Quake engines, since engines also contain code that assumes that the max verts in a face is 64. Example: https://github.com/id-Software/Quake/blob/master/WinQuake/gl_warp.c#L148

So you definitely want to keep the tools error and correct your brush instead. 
 
Can't the BSP compiler split such brushes automatically? 
 
New beta:
https://github.com/ericwa/tyrutils-ericw/releases/tag/ericw-v0.15.10-beta1

Has the .map conversion feature in qbsp, so you can do:
qbsp.exe -convert valve mymap.map
and it will write out a copy of the map in Valve 220 format to mymap-valve.map. It can also convert to "quake", "quake2", "bp" (quake 3 brush primitives).

I labelled it "beta" because it's not tested enough, light has a large change to how sample points are positioned. (so unexpected black faces should never happen any more, e.g. this
My God 
so unexpected black faces should never happen any more  
Hopefully.. 
at least one of the causes is gone. 
 
I think you may have added in a cause:
0.15.9
0.15.10

Also, would it be possible to turn off the bouncing for styled lights with an option? It's causing a lot of "too many lightstyles" warnings on my map.

In more positive news, converting my map seems to have gone off without a hitch! :D 
 
So it's the black artifacts around the floor tiles? Was that shot with -extra4? I should be able to reproduce it.

re: bounce, good point, it should be opt-in, I guess. "_bounce_styled" "1" worldspawn key?

Thanks for testing and glad the .map conversion worked! It should be pretty trouble free because all the brush planes are passed through losslessly. 
 
No, no -extra4 or soft. I haven't been using those parameters as I test the map. If you like I can create a github issue with the .map and perhaps a compiled .bsp/.lit? I did just try splitting off the problem area into its own map but I couldn't even reproduce the exact lighting I have... 
 
Sure, or just emailing me the .bsp + .lit is fine too. I was just trying to reproduce it now. 
 
Also, interesting tidbit but nothing of any real issue: Converting the map to valve format through your tools seems to have reversed the order keys are listed in for TB2. Classnames are now at the bottom rather than the top. Not the case for newly created entities of course. 
Lol 
thanks for noticing that, should be harmless but I'll fix it! 
Question 
Can sunlight be assigned a lightstyle? Thinking it could be cool to fade it in/out via QC. 
Not Atm 
It's really easy to add though, i'll add it after fixing Pritchard's issue. 
Whoa 
Can sunlight be assigned a lightstyle?

Man that could open up some interesting visuals. 
 
It's really easy to add though, i'll add it after fixing Pritchard's issue.

Cool! Sounds like a good addition

Man that could open up some interesting visuals.

Random dipping of light from clouds in an overcast sky...the strange pulsing of an alien sun...a simplistic day/night cycle (obvs no moving shadows but whatevs, it's not as if you can animate the skybox)...

You could sync up the light variation with some variation in the fog and skyfog settings to sell the effect better.

I did think it might be interesting if it was possible to have multiple different sunlight setups, all on a unique lightstyle (well you'd be limited to 3 I think) - morning, midday, evening - and you lerped their light intensities in QC (along with "night", but that wouldn't be a lightstyle, just an absence of light). But that's probably overkill and the shadows might still look odd.

I'm not really sure what the performance implications are with massive amounts of lightstyled surfaces though. Are there any these days? 
 
I just looked up how lightstyles work, is there any limit to the length of the string? Or could you actually have a light that took a really long time to complete it's cycle? That would be a lot of letters...

Also seriously? It's done with letters of the alphabet??? 
#783 
Yeah, you can set up those strings and have the light cycle automatically, or you can just set a single brightness value explicitly (e.g. say you wanted a slow day/night cycle thingy, I guess you'd want to set up a slow think function and increment the brightness in the think) 
Clipnodes 
Uhm, how come this QBSP generates a whooping 11k more clipnodes than other compilers on my map?! 
@negke 
Hmm, I don't remember touching anything related to clipnodes since this forked from tyrutils.

I just tried compiling ad_zendar.map and it looks like I can reproduce that:

bjptools_xt_290914_phong2: 38011 clipnodes
tyrutils-ericw_0.15.10_beta1: 44953 clipnodes

So it's producing 18% more clipnodes than bjptools_xt. Is that the same kind of percent increase you're seeing / what are the total numbers of clipnodes? 
 
Around 41% in my case if my math is correct.

bjptools_xt 1.2.5: 27174 clipnodes
tyrultils_ericw 0.15.9: 38372 clipnodes

(Also roughly 700 more marksurfaces with tyrultils) 
Fun Fact 
Hmap2 produces an even higher count: 43601

So it's settled then: Bengt Jardrebb ftw! 
 
I don't mind using the old txqbsp_xt in order to not exceed the standard marksurfaces limit, but I'd like to use this light.

I was wondering if the problem of light not passing through sky had been fixed. 
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