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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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Yep 
you can just use skip 
Ah, Got It. 
But another question, hehe... sorry :(

I think this is a side effect/limitation of the QCat play here, but items or brushwork inside the "water" don't have, hrmm how to say this... correct perspective? Does that make sense. They just look strange.

I've seen this before but can't remember what it was. 
 
I think it's a limitation of the QC; if you run it in an engine that has the swirl effect underwater like winquake, you don't get that with func_water, you only get the screen tint. I dunno if func_water is messing with the fov cvar or something? 
 
more of an engine limitation in that the vanilla engine doesn't bother to check submodels for pointcontents, both in the physics+qc builtin as well as clientside too.
(you also need a qbsp that doesn't claim water to be solid, along with generating inwards faces.)

one of the ladders mods has something like 3 different glitches relating to said mod's ladders (breaks at certain framerates, leaves players stuck in walls, etc.
so watch out for that. 
 
Is there any risk in using the 0.15.9 light binary with the rest of the 0.15.10 release? I've posted screenshots on the mapping help thread and github showing my reasons why.

Having all the qbsp improvements from 0.15.10 would be nice, after all... especially the func_detail fixes. 
It's Safe 
The only problems would be stuff like: func_detail_illusionary will always cast shadows, and func_detail_wall would cause lighting issues if it's covering world geometry.

I would go for it; the func_detail fix in .10 is worth using.

Sorry I haven't fixed this earlier, also noticed some light seams in shib1.bsp that are probably coming from 0.15.10. Fixing the code or reverting the relevant parts will be my priority for the next version! 
_minlight Being Ignored? 
Getting Your Christmas Jam On I See 
 
That's Messed Up 
let check if I can reproduce it 
Weird 
I couldn't reproduce it. tried both 0.15.9 and 0.15.10's light. Mind uploading a sample to github? Hopefully this should be a quick bug fix. 
@ericw 
Emailed you a .map and .bsp/.lit

And yes, this is for the Christmas Jam :3c 
Sorry For The OT, But 
if you look just below your pic in the first link, there's a pretty badass fan art of Vader slaughtering Ewoks. 
Does _mirrorinside 1 not affect {fence textures? It's not working for me. Do I need both light and qbsp, I'm only using the qbsp from version 0.15.10 
 
It's not in 0.15.10, I posted a dev build link in though #910
Should work on fence textures 
Hrm 
Still didn't work. 
@Qmaster: Worked For Me. 
I had func_detail_fence, skip textured all sides except for 1, which had the AD vines.

Saw them from both sides. 
Pondering!! 
Would it be possible to have model->geo baking like q3's misc_model(static) 
 
I've played with that in the past, but I didn't understand QBSP as well so it didn't work very well. It's probably doable to bake in a model without converting it to brushes, but it would be illusionary only (doesn't stop bullets, no collision) so I'm not sure if it's worth the effort.

If you want collision (player / monster / bullets) qbsp needs brushes, so you can use obj2map or something to convert to .map first (turning triangles into tetrahedrons with obj2map will probably give you a bloated / inefficient bsp, though). 
Wait 
Do I need to use func_detail_fence only? I've been using func_illusionary. 
Qmaster 
no, I tested it with func_illusionary. I don't know why it's not working for you, check spelling? "_mirrorinside"
Build version should be "tyrutils-ericw-v0.15.10-12-gd86913a" 
Func_illusionary Also Worked. 
No, not func_detail_fence only.

When I first tested I used func_illusionary and then thought, "Oh wait, he mentioned fence!" So my brain connected dots that weren't there :(

What didn't work for me was standard func_detail and func_detail_wall

hth's 
 
"but it would be illusionary only (doesn't stop bullets, no collision) so I'm not sure if it's worth the effort. "

Still worth it, imo. 
D'oh 
I think I figured out my shadow bug on my trees - it was the old "intersecting brush with func_illusionary" bug.

My trees have a little solid brush in the center as a "trunk", and making it into another func_illusionary seems to fix the issue.

Still, having a fix for that bug would be nice... 
Hang On 
Turns out it wasn't compiling with the ericw qbsp at all in either version. I usually just hit yes whenever JACK warns me that prt wasnt made since I know my test map isn't sealed.

Not sure what's up. The output says almost nothing to the compile dialogue. Just says the compile path and path to file which are correct and nothing else.

Do I need any sort of compile parameter to compile 220 map format? Already tried the usual admin privileges. 
Huh 
Ya going back to tried and true txqbsp modified by mh and it compiled just fine.

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