News | Forum | People | FAQ | Links | Search | Register | Log in
Tyrutils-ericw V0.15.1
Hey, I got around to setting up a website for my branch of tyrutils: (complete with lots of screenshots of different settings of AO, sunlight, etc!)
http://ericwa.github.io/tyrutils-ericw
and making an "official" release of it.

Nothing major changed compared with the last snapshot (may 1st), but a couple new things:

* .lux file support from Spike, for deluxemapping
* gamma control with -gamma flag and "_gamma" key
* rename -dirty flag to -dirt for consistency
* fence texture tracing is now opt-in only with the "-fence" flag.
* light should run a bit faster


This doesn't have lit2. Not sure what to do with that, tbh.

If there's a demand for it, I was thinking I could make a tool that upscales all textures in a wad by 2x or 4x, and adds a "-2x"/"-4x" suffix to the names. You could then manually get the higher-res lightmap on certain faces by applying the upscaled texture, and lowering the texture scale to 0.5 or 0.25 in your editor.

The only real disadvantage of this hacky method over lit2 is more face subdivision by qbsp. This isn't great, but it shouldn't be an issue if the hack is used sparingly (and bsp2 can be used if needed for higher face/vert limits.)

Anyway, enjoy, I hope this is pretty bug-free.
First | Previous | Next | Last
 
someone needs to come up with something cool with fence textures acting as decals. especially if they move... 
Ericw 
that does look nice (judging by the preview) but I'm not seeing any corner pieces; that's what's stopped me from using the hexen 2 textures too, since that's where my grass is from right now; it has a dirt path, but there's no texture for the inner corner so it's pretty useless. 
 
Can't you find a way to make a corner yourself with two 45-degree-cut brushes and play with texture alignment so the seam isn't too noticeable? 
I Feel Like I'm In Mapping Help 
Perhaps, but historically it hasn't worked very well. The hexen textures have a very nice blend into the dirt texture, with defined blades of grass that'd make it difficult to capture the same effect with brushwork (i'd say impossible).

Trying to make up for texture deficiencies with brushwork is normally a losing battle. Quake's gridsize only goes so small, after all. 
Pritchard 
Just fire up Zendar and look at the ground in the opening valley. That sort of thing is the best way of doing it I think.

Quake's all a bit "squint your eyes and it kinda works". There's no point getting too perfectionist about this. 
Minor Update V0.15.8 
Oh Boy 
My name, preserved in a changelog for all eternity! I'm gonna be so famous! 
Ooh 
Thanks for the update, Eric - and Pritchard :) 
.DLL's Required? 
There are 3 .dll's in this release(V0.15.8) that I just downloaded, is that a thing now?

I only ask cause I've never seen anything but .exe's for the build programs until now.

"embree.dll, tbb.dll and tbbmalloc.dll" 
Yeah 
I'm using an external raytracer (embree) in light now, mostly for performance. It's open source (Apache v2) and developed by Intel so it shouldn't be sketchy. The dll's are downloaded from: https://github.com/embree/embree/releases 
 
Okay, thanks. 
 
Bounce lighting is a crutch

i blame you for my lazy light work ericw >:( 
 
I would say exoskeleton rather than crutch. Nice lazy light work, Pritch, I love the chiaroscuro effect. 
 
Thanks, it's always nice to get compliments with fancy words I have to Google. I'm not really ashamed of how much I'm abusing the feature, it's a wonderful way to get smooth, soft lighting (those jagged edges are with soft and extra4!). I try to rely on visible sources where possible so having them reach as far as possible is a great help in a lot of ways.

I will say though that it's a shame it doesn't work for switchable lights! That's how I ended up with that before and after pic, adding a targetname to the light... Ruined my idea of an ambush in the dark... 
 
"I try to rely on visible sources where possible so having them reach as far as possible is a great help in a lot of ways."
I haven't reached the point where I try this feature yet, but I bet it indeed saves a lot of time by making the placement of additional ambient lights unnecessary.

"I will say though that it's a shame it doesn't work for switchable lights!"
Hmmm... Eric? Would that be within the realm of possibilities for a future update? 
Styled Lights Bounce 
I'll look into it! It was something I left out initially to keep things simpler. Nice screenshots! 
The "Brush Primitives" Map Format 
Any chance of supporting the "brush primitives" map format (like how we support Valve 220) ?

As far as I am aware, the "brush primitives" format was introduced for Quake 3 engine games, and is supported by GTKRadiant-based editors. It's like Valve 220 in that it allows textures to be projected properly on the brush face, instead of just the coordinate axes. I don't know too much about it, but there's an overview of the various map formats here:

http://quark.sourceforge.net/infobase/src.topics.face.html 
#599 
Cool! 
Brush Primitives 
Should be doable, I imagine I can just grab the code from q3map2. I'll just need to find q3 map sources that use that format to test it with. 
 
That would be ace biscuits :) It would allow better texturing possibilities for Radiant users, of which there are quite a few here :) 
@Kinn 
Like what? Some examples? 
 
It's just another .MAP texture alignment format equivalent to Valve 220 and Quark ETP 
 
I think I got brush primitives working - alpha build!

Hopefully radiant can be configured to use brush primitives and quake 1 textures at the same time. I only really tested the texture alignment with a brush primitives map saved with Quark, although I did check that a map saved with the new netradiant can be parsed, so will be interesting to see if this works. 
Next On The Docket 
misc_models and .ASE models
j/k 
"Brush Primitives" 
Wow that was quick :)

Here's a test map in the Quake3 BP format: https://dl.dropboxusercontent.com/u/61424391/Quake%20Stuff/testq1q3.map

I compiled it with your new build and it seems to work fine, cheers!

So, here's how you set up NetRadiant to use the BP format:

Edit the q1.game file located somewhere like here:
"C:/NetRadiant/netradiant-custom/netradiant-custom-20160911/games/q1.game"

All you have to do is set brushtypes="quake3" and maptypes="mapq3".

Then in the editor, go to preferences->settings->brush and make sure the "brush primitives" checkbox is turned on.

Restart the editor. Now, when you are in quake 1 mode in NetRadiant, you will be reading and writing maps in the Quake3 BP format. Everything else is still Quake 1 style - wad textures work fine and all that.

I still need to pester the NetRadiant guy a bit more though. In the test map, I have included a crude terrain ceiling to illustrate the main problem with the editor's handling of the BP map format - which is ironic considering the format was created for Radiant in the first place...

When in BP mode there currently seems to be no way of telling a face to use the old axial projection - it's face projection all the time. Face projection is great to avoid the weird skewed textures on certain angled surfaces that you'd get in quake's original map format, but for stuff like gentle terrain you would almost always want axial projection to get seamless texturing.

The terrain in the map looks terrible because of this. But yeah I just need to pester the guy maintaining NetRadiant to add the ability to choose face or axial projection on a surface.

A little bonus thing you could do that is not important, but might be worth doing, would be to read Quake3's "detail" flag on brushes, as an alternative to using func_detail - this might come in handy for people who want to try converting existing Quake 3 maps over to Quake. 
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.