#839
#840 posted by mankrip on 2017/05/31 04:21:56
What you describe about detail brushes in the Source engine sounds close to my suggestion about see-through solid volumes.
#841 posted by PRITCHARD on 2017/05/31 05:14:29
Isn't all VIS/PVS data precompiled in quake? Why do we need to turn brushes into a specific kind of entity in order to get a desired effect?
Would it not be possible for VIS to just look at a func_detail, say "I'm going to treat this as if it were a func_wall" and be done with it?
How does it work currently?
#842 posted by ericw on 2017/05/31 05:53:31
Yeah, I'm going to take another stab at fixing func_detail's PVS issues. mankrip your suggestion sounds good to me, and it sounds like it'll share the same implementation.
How about (assuming I can get these to work :-)
- func_detail_fence - same as "func_detail" but doesn't clip away world faces, so it's usable for fence textures. Like func_wall, but doesn't use up an entity.
- func_detail_illusionary - same as func_detail_fence but no collision hulls. Like func_illusionary, but doesn't use up an entity, and as a downside it would block gunfire. Not sure if this would be useful?
#843 posted by mankrip on 2017/05/31 06:19:46
That's good.
func_detail_illusionary would actually be really useful to simulate crouching. The real ground would be lower, with a func_detail_illusionary ground a little above. Of course, this would affect monsters too, so its usage may be limited to small areas.
Workaround
#844 posted by negke on 2017/05/31 11:40:51
I don't care much about quicker VIS times; all I want to achieve is phong shading and occasinally minlighting on brushes without taking up additional entity/model slots. Although marksurfaces eventually forced me to turn many of them into func_wall after all.
As for the issue I mentioned above, there's a workaround. As it turns out, phong and minlight also work on func_group, so making the big face a group instead of detail gets all the effects without the PVS problems. Good to know, albeit even more hax...
#845 posted by anonymous user on 2017/06/01 01:30:32
Is there a way of increasing the lightmap resolution?
Use A Bigger Texture Than Scale It Down
texture scale is linked to the lightmap resolution.
#847 posted by mh on 2017/06/01 09:37:09
LIT2 (see the opening post) supports increased lightmap resolution and we all went round the block with it a few years ago. No clear community consensus formed.
My own opinion is that it's a poor trade off for hugely increased file sizes, and it doesn't even look as good as you'd think owing to losing the soft edges on shadows.
#848 posted by mankrip on 2017/06/09 12:37:19
It could be useful to add a compiler/worldspawn option to set portal brush contents to CONTENTS_EMPTY, because as it is, using CONTENTS_WATER, portals can't be (partially) placed inside of slime and lava.
#849 posted by mankrip on 2017/06/09 12:39:42
By the way, Quake's episode 4 already has maps with underwater portals. So, allowing portals under slime and lava would bring more feature consistency to mappers.
Azure Agony
#850 posted by Qmaster on 2017/06/09 16:26:27
Used black for its teleport texture.
I think you mean teleport. Portal is something created by vis.
That's not a terrible idea but I think it would serve better as an entity field: _overridecontents 1 or something to that effect.
#851 posted by metlslime on 2017/06/09 17:34:18
Just copy the teleport texture and call one copy *lavateleport and the other one *slimeteleport in your wad file.
Oh
#852 posted by Qmaster on 2017/06/09 22:10:40
thats brilliant.
New Stuff
#853 posted by ericw on 2017/06/11 06:28:01
v0.15.10-beta2
I've been working on qbsp, and did a rewrite of func_detail to fix the vis problem. The big change is, func_detail no longer seals the map (which makes more sense anyway IMHO). No more of this! (baker's shot of a way-too-big-PVS from some spot in ad_mountain).
Also, I added a bunch of func_detail variants (illusionary, wall, fence) described in more detail on the release page. Thanks for the suggestions, mankrip, and Spike a while ago.
This is still bleeding edge so it's marked as a beta, and I still haven't fixed the light issue you reported Pritchard.
Func_detail
#854 posted by sevin on 2017/06/12 02:28:16
I didn't think that had ever cut vis. I know it doesn't in GoldSrc/Source. Was func_detail something third-party FGDs added to Quake?
#855 posted by ericw on 2017/06/12 03:21:57
Yeah it was something added later to the Quake tools - afaik originating in Quest.
It's not that func_detail blocked vis, but certain setups would cause bogus portals (what negke is reporting in #835) resulting in bogus vis results.
YAY!
#856 posted by Qmaster on 2017/06/12 19:14:26
@ericw
light: styled lights no longer bounce by default, set "_bouncestyled" "1" to enable.
Just want to confirm this means bounce is disabled on id's lightstyles "flicker, pulse" etc.?
Is that set in worldspawn or on the light entity or both?
@dumptruck_ds
#858 posted by ericw on 2017/06/12 20:05:17
Yep, it's for flicker/pulse and also lights that start off and are switched on. The "_bouncestyled" key is on worldspawn and affects all the flickering / switchable lights in the map.
(The first release I did with bounce lighting didn't support having those lights bounce; now they can, but it's opt-in.)
@ericw
great. thanks for all your hard work on these tools.
#860 posted by khreathor on 2017/06/13 01:36:34
thanks for -forceprt1 - I was always editing prt file in text editor to load it to JACK :P
#861 posted by khreathor on 2017/06/13 01:36:47
thanks for -forceprt1 - I was always editing prt file in text editor to load it to JACK :P
Why Is The Win32 Download
#862 posted by Mugwump on 2017/06/17 12:09:51
about half the size of the Linux and Win64 versions?
32 Is Half Of 64
#863 posted by DaZ on 2017/06/17 15:55:12
duh!
Oh, Ummm, Haha, Yeah...
#864 posted by Mugwump on 2017/06/17 17:26:22
I'm still running a 32-bit system, I didn't realize that doubling the bits would also double file sizes. Makes sense.
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