#851 posted by Spiney on 2013/04/04 21:12:26
To add to deqer's idea, having the color/intensity of the light show in the center.
Good Idea,
#852 posted by mfx on 2013/04/04 21:40:08
Light value visualized by circlesize or just the digit + color.
Only if selected..
And light simulation, what a candy that would be!
#853 posted by - on 2013/04/05 01:43:57
'visualization spheres' or whatever are rarely that useful in all the editor's I've used them in. I think the devtime making these should be work toward a proper 'lighted preview mode', with the spheres used in the interm, and as the basis for doing the shading.
To do spheres right, you are going need to implement detecting all the different 'delay' and 'wait' settings. And spotlight cones. I feel if you're going to do all that, it should be on the road to shaded preview.
Scampie
#854 posted by mfx on 2013/04/05 01:52:23
you�re probably right, since one cant tell surely the amount or value of light by the size of a sphere.
Shaded preview therefore seems the better approach, and the more elegant either.
Oh Man
#855 posted by Drew on 2013/04/05 05:30:44
a good 'lighted preview' mode would be amazing.
#856 posted by deqer on 2013/04/05 06:46:33
Not sure if it's possible, but maybe the programmer can use a pre-made script that already does live rendering of lighting when adding lights, similar to the editors used for Quake4/Doom3.
According to this page: http://icculus.org/gtkradiant/developers.html#gamepacks the GTK Radiant 1.5 release was the editor used for those games.
It's open source, so, if it's the same as TrenchBroom, maybe you can grab the code from there?
Basically, soon as you add your first light, the entire map turns black, because now it's live rendering lights, and only light is shown on the walls from the lights in your map.
Anyways, definitely would be candy. Probably too much to ask for.
Mmm
#857 posted by bal on 2013/04/05 10:03:44
It seems like alot of work, but pre-baking the lightmaps to brush faces seems doable no? The source to Light.exe is available, I'm sure it's not so simple, but isn't it possible to adapt it to bake lightmaps to brush faces instead of a completed bsp?
Would be pretty nice, you could pre-bake your whole map (would be longer than light maybe, since no faces are culled at that point), and then maybe have options to only bake selected lights/brushes to update pieces you're working on...
But yeah, I'm sure it's not a simple feature to implement.
#858 posted by Spirit on 2013/04/05 10:05:41
Iirc realtime lighting preview IS a far goal for TB.
It Will Probably
be just an approximation of Quake's lighting model implemented as a shader. I don't think it's feasible to compute the lightmaps using light's code. But I will surely look at the code so that I can approximate it as closely as possible.
Light Compilers And TB
I'm not sure it will accurately reflect whatever lighting compiler you use, I've noticed that the wait and delay keys attached to lights can produce quite different results depending on the compiler you use. It probably shouldn't but with people adding different features to compilers it is probably going to get more pronounced over time (and may render this feature into more of a vague guide than an accurate way to light a map).
Exactly.
It's just an approximation.
#862 posted by slapmap on 2013/04/05 15:02:22
"Light spheres" are in radiant and yeah, inaccurate and not that useful, except for showing the inner radius for square falloff.
Sidenote: oh my, so many radiants already, even improved D3 one!
#863 posted by negke on 2013/04/05 19:43:22
Yes. I never found Radiant's Light Radii very useful. Quest had a nice lighting preview. Standard fall off only, but enough to get a basic overview. Of course, it was slow as hell since there was no hardware rendering. Perhaps a peak at the Quest source can give the programmer an idea of how to (or how not to?) approach this.
I See...
#864 posted by Spiney on 2013/04/06 20:48:28
but being able to see light color/intensity would still be handy :)
Can't Load Quake 1 Map Sources
#865 posted by VoreGoddess on 2013/04/07 17:30:34
Referring to post 685 from someone else, I still can't load the quake 1 map sources. I originally had 1.04, now I have the latest 1.05 and it gives me a generic error when I try to open the John Romero Quake map sources from planetquake.
TrenchBroom Won't Load ReadOnly Maps.
#866 posted by deqer on 2013/04/07 17:43:26
It's because John Romero marked all the map files as "Read Only" before zipping them all up. Not sure why.
Right-click the map(s) and go to properties and uncheck "Read Only", and click Apply.
Next Version Will Work Fine
But right now, do as deqer says.
#868 posted by deqer on 2013/04/07 21:50:34
FEATURE REQUEST:
I personally would like to have the textures CLIP, and TRIGGER be 50% transparent when displayed in 3D view on brushes.
I also would like the option to turn on 50% transparency for all textures that begin with "*" which are mostly water textures.
I'm strictly vanilla Quake; and in Vanilla, water was not transparent. Therefore, I think it should be an option in the Preferences, and the default be OFF.
---
I also, I really like that idea on your github about linking entities with the target/targetname, and targetname2, etc. stuff.
Deqer
You don't need to post here AND on the feature tracker. I see everything you post there, so I won't miss it ;-)
Regarding the feature request, that was already requested by rebb, and I have moved it up to the 1.2 release. Might even move it up to 1.1.
The target links feature is partly done, but needs to be integrated by me. Might move this up to 1.1 too.
Will It Work?
#870 posted by darkhog on 2013/04/08 01:54:22
Will it work for Quake 2/Q3A? While I'm not 100% convinced about original quake modding, I'm all for modding second installment (superior story-wise and gameplay-wise to any Quake game, including Q4) or multiplayer entry for the series.
I'd like to know also if it would work for any open source games that uses quake engine (Tremoluos, etc.).
I've tried to learn Radiant editor and other "2D" ones, but they don't talk to me, this one does.
Other Game Support
Q2 and Q3 are on my todo list, but it will take a while. Support of other games that use idTech depends mostly on whether there is someone advocating it and helping out.
Other Game Support
will mean I will probably never leave my house or computer ever again... This is not the best idea.
TrenchBroom 1.0.6
Changes
- New text rendering system (faster and fewer glitches)
- Brush drawing now more accurate (see docs)
- Option to use integer plane point coordinates
- Recompute vertices after every change to brush geometry
- Major lines of the grid are rendered thicker
- Read write protected map files
- Don't crash when trying to save a write protected file
- Internal Worldspawn properties set to read only
- Fix 3D view focus issues on Windows
- Drop invalid brushes in parser instead of crashing
- Always autosave (don't wait until the map is changed)
- Keep more autosaves and save only every 10 minutes
- Don't show rotation decorators for invisible entities
- Documentation updates and fixes
Download here: http://goo.gl/0eL9u
#874 posted by deqer on 2013/04/08 16:07:26
1.0.6 is looking good so far, but, is anyone else having a problem with the Face browser not showing any textures? I loaded same map as before--which worked before--and I can't see any textures in Face panel. Says "n/a" for preview image too.
1.0.5 shows the textures in Face browser.
Deqer
Yeah I see the same thing. Odd that none of the testers saw that - or maybe it creeped in last minute. Will fix asap. Sorry.
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