Is there a command to force VIS to cut off at a certain distance (which would be hidden by fog)? Can't find my copy of the tools readme :(
#11419 posted by
necros on 2011/08/30 21:04:20
tuna's fixed version of willem's modified version of aguirre's vis has -visdist #.
yeah, i totally just wanted to type out that line. ^_^

Trying To Compile A Quake Map W/ Win7
#11420 posted by biff_debris. on 2011/08/31 00:01:23
And everything seems to be going well except for the old "no textures in game" crap. Yes, I've got a worldspawn key for the texture wad, and I've put the damn wad in the id1 directory, the id1/tools directory (with the compile tools) and in the /id1/maps directory (with the maps) -- no dice. Any flashes of wisdom would be appreciated.

Win7
#11421 posted by
raptorE on 2011/08/31 00:05:39
Which compilers are you using?

Hi Rap =D
#11422 posted by biff_debris. on 2011/08/31 00:19:19
Using Tyrann's stuff at the moment.

Progress!
#11423 posted by biff_debris. on 2011/08/31 01:31:26
Turns out I just didn't have the entries to the used textures in the wad. Feel free to throw stones or other heavy objects.

Biff
#11424 posted by
necros on 2011/08/31 20:07:45
not stones or heavy objects, and not to belittle tyrann's tools, but there's really no reason not to use aguirre's stuff.
they are the most up to date.
http://user.tninet.se/~xir870k/txqbspbjp.zip
i have yet to see a more robust bsp compiler.
http://www.quaddicted.com/tools/wvis_20100119.7z
it has multi threaded vis thanks to willem's and tuna's tweaks.
http://www.quaddicted.com/tools/BengtLightColouredR2.zip
mh tweaked aguirre's light to have colour and multi threading while still keeping all the things that made it great like sunlight2, _anglesense, _softangle and delay 5.

Hi Biff! :3
#11426 posted by
raptorE on 2011/09/01 02:41:21
I'm glad you solved the issue because I think I was going to be useless in this case.
#11427 posted by
necros on 2011/09/01 08:13:55
_anglesense controls how much light lights up a surface depending on the angle it is hitting it.
for example, if you have an omni directional light placed 16 units away from a flat surface, only a small area around the light will be lit up with the light intensity attenuating quickly as you get further away.
reducing _anglesense will make the light care less about the shallow angle it's hitting the face on and light up the surface farther out.
conversely, bringing _anglesense up will make it affect surfaces less unless the light is almost hitting perpendicular to the surface.
this is useful if you have, for example, a spot light that you want to make look 'fatter' but need to keep close to a wall. setting _anglesense low will make it light up a lot more area.
it also makes faking nice ambient occlusion shadows easier.
_softangle is a spotlight setting. essentially, you get more control over spots.
'angle' sets the max cone angle of the light, but _softangle sets the area that will be 100% light (not counting distance).
so you set 'angle' to 90 and '_softangle' to 30 and you get a spot that's very wide, but with only a small bright area in the center with a nice smooth gradient, as opposed to completely blanketing everything in light.
these two settings alone make it impossible not to use the tool for me. i find them way too useful! :)