News | Forum | People | FAQ | Links | Search | Register | Log in
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).
First | Previous | Next | Last
Another Snapshot With Fixed AO 
Looks like that glitched shadow in fitz0063.jpg was introduced in TyrUtils 0.7, in commit cc36d8e. I reverted part of that commit and it seems to have cleared up the holes in sunlight shadows as well as fixed up the AO.

win32 osx source

The dirtmapping looks way better in this snapshot than the previous ones! It looks reasonable now without -extra4. 
Screenshot Of Jam2_sock 
 
God, OUTSTANDING. 
Ericw For President Of Space 
I KNEW IT

i just didn't test all the way back to 0.7 because I had no idea the version of tyrlite I was using was that bloody old. :( 
Thanks 
Also this is what the last snapshot looked like:
https://www.dropbox.com/s/9wy9aky8u9j2myr/tyr-trace.jpg?dl=0

It was totally broken! The rays to test occlusion were not impacting the world properly and the measurement of the distance to impact was also messed up. Would love to see what your screenshots look like recompiled with this fixed build, WarrenM :D 
 
Only because you're my hero ...

Unlit/Dirt Only/Full Lighting
https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot1.jpg

I turned down the dirty setting to 1.5 since the new code makes it a lot dirtier!

And a random shot:

https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot2.jpg 
Love That Second Shot! 
 
 
Hmm, the floor under the chain in the middle shot looks a bit odd. https://dl.dropboxusercontent.com/u/161473/Misc/Dirty_Shot1.jpg

Could just be the occlusion test rays are hitting the chain, combined with high dirt settings, in which case it's expected I guess. If you think it might be a bug, I'd be happy to have a look at the .map for that chunk. 
 
Sure ...

https://dl.dropboxusercontent.com/u/161473/Misc/MapJam4.map

And no, this won't be finished for the jam. :) 
Looks Fine Here 
Seems to just be shadows from the chain! 
Awesome 
 
Lovely Stuff Warren! 
Hmmm wonder what my map would look like with this AO pass now... 
God Damn 
that is some sexy looking dirty brushwork! 
 
ooo 
That... 
Is very nice. The lighting and shadows are very believable. Maybe we need an "ikebony" type texture set. 
 
Wow 
that's awesome! Would love to see a whole Quake level that looked like that 
 
I have to think that perhaps the ikwhite jam maps would have looked about 10x better with these tools *HINT HINT* 
E4M3rmx_lun Confirmed 
 
 
eh, the geometry sticking out over the shadowed areas looks all wrong or are those bars actually floating and not connected to walls and floor? 
WarrenM 
How did you do that? What compilers did you use? 
Quaddy 
Photoshop + Levels adjustment layer I believe. 
 
Yeah, Photoshop ... 
Willem, Is Your Computer In Your Yard? 
The shot is me trying to add the sky-scatter that metlslime described somewhere earlier. (taken with r_lightmap 1.) still playing with it.

I want to try it on lava, too, because I lit my jam2 map mainly by trying to match what a feature like that would look like. 
 
Is yours in the broom closet? :) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.