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TyrUtils V0.11
TyrUtils v0.11 has been released:

*Support BSP2 format (qbsp requires the "-bsp2" command line option)
*qbsp: Fix animating texture bug when brushes are textured with alt-animations
* qbsp: Fix a crash in tjunc calculations
* qbsp: Exit with error if verticies exceed 65535 (BSP29 limit)
* qbsp: Add experimental "-forcegoodtree" command line option (thanks Rebb)
* vis: reduce "leaf recursion" error to a warning and continue processing

Download from the utils page as usual (Win32 / OSX / source).
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So... on your light you would put :-

_nodirt "1"

is that correct? 
Yup 
There's more detail in the light manual too 
 
ericw you mistyped RTFM 
Thanks Eric 
Zer Progs!??? 
 
And 
Yes it would be better to have it opt-in. Just activate it on certain lights. 
Yes Zer Progs!! 
I wander around a lot.. 
 
Yes it would be better to have it opt-in. Just activate it on certain lights.

Disagree. I just had a play with this, and I'd definitely want AO on all lights and I'd only opt-out when I come across the "alcove problem" (or similar situation) as described earlier.

It just looks too cool! Who cares if it's not physically realistic? 
 
I prefer opt-out too. 
Perhaps A Worldspawn Default... 
I was gonna suggest that perhaps you could set the default behaviour on the command line. Then I decided it would be nicer to just have it recorded on the map. So how about something like a "_dirt" key on the worldspawn which controls whether lights are dirtmapped by default, and then a "_dirt_override" key on lights which toggles them relative to the chosen default? 
Hm 
Yeah there are probably good uses cases for both default off and default on.

What about:

_dirt 1/-1 on worldspawn for setting the default on/off,
_dirt 1/-1 per-light for forcing it on/off for that light?

The the _nodirt and _sunlight_nodirt keys could be removed, though to keep control of sunlight we'd need _sunlight_dirt 1/-1. 
 
then a "_dirt_override" key on lights which toggles them relative to the chosen default?

Well if we're going down that road, I think we need to be explicit, not relative, something like on the worldspawn have "_dirt_default" (0/1)

then on lights have:

"_dirt_override":
0 - use worldspawn default
1 - override default - AO on
2 - override default - AO off

then, if you toggle the worldspawn key, you don't change the behaviour of those lights with override set.

if you set nothing for the _dirt_override key on a light then it, uses the world default 
Ericw Beat Me To It 
yeah I like your 1/-1 idea 
Cool 
That seems the better option. Looking forward to messing about with this. 
Ericw +1 
 
#238 
surely now these two:

_dirty 0/1 (enable/disable dirtmapping)
_dirt -1/1 (set default dirmapping flag for lights)

can be simplified to just the one...

_dirt (-1/0/1) (set default dirtmapping flag on lights, or disable dirtmapping on everything)

does that make it less complicated or more complicated? lol

for the sake of less flags and switches to worry about, I'd also be tempted to remove the dirt-related command line options and just keep the worldspawn / entity options 
Ericw 
I'll send you my sky code in a bit, but you're going to hate the diff because I couldn't stand the batshit indentation. 
 
i just want to recompile dm3 with ao
where to i put the command line in light.exe? 
 
"light.exe -dirty dm3.bsp" should do it. The default effect is subtle, you can add "-dirtscale 2" for more. 
Hm 
just noticed a bug with dm3: the sky is blocking rays for the AO calculation. will be fixed in the next build. 
 
I fixed that locally too - be advised that rays that think they start inside a skybrush will also return 0, so once you fix that you'll still get a dark line along sky edges sometimes.

I felt TestSky and DirtTrace needed to be better unified, since they both test against the world slightly differently. that was on my todo list. 
I Should Just Get A Github Account Already 
 
That Reminds Me 
I put my code up on github: https://github.com/ericwa/tyrutils
ao is in the "ao" branch.

be advised that rays that think they start inside a skybrush will also return 0, so once you fix that you'll still get a dark line along sky edges sometimes.
yep, noticed this too. I'm not sure if there's a way to fix that, other than just using -extra4 - the problem gets averaged away. 
New Experimental Builds 
osxwinsrc

The doc/light.html file is updated with the new stuff, the main things are:

worldspawn keys:

"_sunlight_penumbra" "n"
Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for super diffuse sunlight. Default is 0.

"_sunlight2" "n"
"_sunlight2_color" "r g b"
Set the brightness/color of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas. Needs to be a bit brighter than it would with aguirre's, try 150. Default 0.

"_dirt", "_sunlight_dirt", "_sunlight2_dirt", "_minlight_dirt"
enable (1) or disable (-1) AO on specific types of light. "_dirt" "1" turns it on for all lights that don't override it to off with "-1".

light entity keys:

"_deviance" "n"
"_samples" "y"
Convert the light into a sphere of randomly positioned lights with radius "n" (in world units). Useful to shadows cast by the light a wider penumbra. "_samples" must also be set to a number greater than 1,try 16 or more for higher quality. Default is 0.

"_dirt" "n"
Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable AO, 1 to enable.

Note if you were using "_nodirt" "1" from the last build, that's changed to "_dirt" "-1".

Usual "may be buggy" disclaimer, and thanks to q3map2 for most of the code! 
Woot, Sir 
 
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