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TyrUtils V0.5
It's been a long time, but finally I have something worth releasing, so here is version 0.5 of my map utils package:

* light and vis both now multithreaded on Unix and Windows platforms
* vis now writes a state file every 5 minutes so it can resume if needed
* qbsp and vis now support a form of detail brushes, similar to Quake 2. See qbsp.txt for further details.
* added a small optimisation to vis for a minor speedup (usually only 1-2%)
* build system re-written and lots of cleanups all over the code

Please test, break and report bugs as needed :)

* Announcement
* Utils Home Page
* Download: Windows, Mac OS X, source

My website has also had an update - let me know if I broke anything and hopefully the comments function also works.
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If we have phong shading and minlights we could emulate Quake 3's shading on curves really accurately? This would be amazing! 
 
aguirre's tools have the anglesense parameter, maybe that is related? 
 
I already use anglesense, but unfortunately it is applied to everything which makes it difficult to fine tune. 
Faking Clips 
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! 
Preach: yeah, I think that might just work! :) 
Sock 
you can specify it per light entity, not only globally 
Procrastinating 
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! 
 
Let's do some benchmarking in any case, I always wanted to do that.

https://www.quaddicted.com/tools/vis_benchmark 
 
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. 
 
[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. :) 
 
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. :) 
 
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? 
 
If some Quake 1 tool gets phong shading, Q1 mapping would suddenly look more attractive again.

Higher resolution lightmaps? :-p 
 
... dirtmapping... ok, I'm dreaming. Nevermind. 
Ambient Occlusion!! 
didn't necros make some interesting progress on ambient occlusion a while back? 
Spirit 
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 
 
average leafs visible: 181
average leafs visible: 176

That's interesting. I wonder what the difference is... 
 
Spy, thanks! I guess that is a "i5 760", correct?

qfvis seems to get stuck (or it is ultra slow) for some reason, I'll tell taniwha.

I noticed that vis leafs difference too, different methods? 
Yeah 
"i5 760"

'c_chains' also look different to me 
AO 
could look really cool in Quake. I know valve added AO to the light compiler for CS:GO maps so maybe that would be somewhere to start looking? I have no idea :P 
Average Leafs 
That is interesting. I'm not aware of anything in my vis that should give a different result. It could just be a floating point precision thing, but I suspect it's more than that. I'll look into it at some stage, but it will be pretty tedious. 
 
I can't imagine that it's worth your time. :) Your VIS works, so be it... 
TyrUtils V0.6 
Maybe a moderator could update the post above, rather than a new annoucement?

Quite a few new features here, thought people might rather have some of this stuff now while playing around with Trenchbroom (func_group in particular):

TyrUtils v0.6 changes:

qbsp: respect floating point texture rotation and shift in map files
qbsp: support for Valve's 220 map format used in later Worldcraft/Hammer
qbsp: support func_group entities used by Radiant and similar editors
qbsp: surfaces with the skip texture are now removed from the compiled bsp
qbsp: hint brush support similar to Quake 2 for hand-tweaking the PVS
qbsp: fixed a problem where leak files were not written for hull0 or hull1
light: fixed a race condition in multithreaded coloured light processing
light: fixed bug preventing use of all 4 light styles in a common case
light: implemented attenutation formulae "delay" 4+5, ala Bengt's tools
light: removed old bsp30 support
light: lit files now automatically generated when coloured lights detected
light: implemented 4x4 oversampling with -extra4 command line
light: implemented the -gate option to help speed processing (default 0.001)
light: implemented the "_softangle" key for spotlights
light: implemented minlighting for brush models

Announcement
Download: Windows, Mac OS X, source
Good Stuff 
and thanks for supporting the Mac! 
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