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Ericw-tools Quake Map Compiling Tools V0.16
This is the continuation of the previous
tyrutils-ericw thread now that the project is renamed.

Website
Github issues - feel free to report bugs / upload screenshots / test maps
Github releases (downloads) page

v0.16 is not the most amazing release because I am still working on fixing lightmap seam issues. However it has 2 somewhat important fixes:

- Fix MarkV .lit rendering (do the color->greyscale conversion in a way that forces MarkV, FTEQW to render identically to Fitzquake, Quakespasm)
- better detection of when BSP29 format bsp exceeds the format limits. Previously it would silently produce corrupt bsp's if you exceeded 64k leafs/nodes without manually enabling -bsp2 mode.
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Spoike 
Thanks for helping with guidelinesom this. I know what I'll be messing with this weekend. 
Feature Request 
Can we have the params used for each of the build tools stored as extra keys in the worldspawn entity?

For light in particular, because so much behaviour can be dependent on the command-line params, this would be useful to be able to recreate the build.

I'm thinking something like:

{
"classname" "worldspawn"
"_qbspparams" "-splitturb"
"_lightparams" "-extra"
"_visparams" "-level 4"
#77 
Also good for newer mappers to see how the tools were used at a glance. I dog this suggestion. 
Hey Ericw 
I have a particularly persnickety map. Do you mind taking a look at it and seeing if it can compile for you? I keep having random missing faces (tend to be same areas but different faces on each compile), nonsolid tris in my trisoup terrain, a spot on the 2nd floor of the house where vis causes walls to flicker out, and the occasional extra solid edges in the trisoup. It's actually my halloween jam map. I managed to get a compiled version with minimal issues in the main areas and physics seemed to be ok, but still the other issues, though minor. 
Qmaster 
Why aren't you on Discord? 
Qmaster 
Sure feel free to mail me and I can take a look. Can't promise a quick fix but it always helps to have a map to look at. Both issues (missing faces in general, missing faces from certain viewing positions after vis) have been lingering for a while. 
 
Sounds good. Ya, no rush.



@dumptruck, might change around later but I feel like I have enough things to check and read up on as it is without throwing another one in. 
But Feel Free To Join Anyway... 
But Feel Free To Join Anyway... 
thank you shamp 
Ericw, Just A Small Heads Up 
LOL! 
 
 
Is there a way to make paths to external .map's relative instead of absolute. E.g. relative to the main .map file: "ext.map" 
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