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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.
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I Think Its Fixed! 
Ok here's what I'm seeing with phongdebug added:
http://imgur.com/rOVWyNN
http://imgur.com/GTlWNtQ

After changing all of the breakable pieces and the detail brush pillar to _phong_angle 45 the darker shadowing is gone!

http://imgur.com/yrkURID

Thank you Spike and ericw. Great help and this map is looking good once again. 
 
Hi! I've added a "_falloff" light property. It allows to specify light diameter in map units (this decouples light brightness from light falloff). 
Nice!! 
That's a feature I think a lot of people would want. Does brightness increase with light diameter though or does it stay the same? 
 
It stays the same. 
Sounds Really Good 
I hope it gets implemented.

I imagine you can make very bright spotlights on floors too with this. 
@MaxED 
Agree with Fifth. Sounds very useful and more control of any attribute is always welcome. 
Better Than Having To Calculate From Wait 
PS I like your star ceiling Redfield. 
 
Hi! I've added arghrad-style sun setup using light entity.

Allows to set most of sun properties using a light entity with "_sun" key set to 1.
If the light targets an info_null entity, direction towards that entity sets sun direction.
Light itself is disabled, so it can be placed anywhere in the map.

Following light properties override corresponding worldspawn properties:
light -> _sunlight;
mangle -> _sunlight_mangle;
deviance -> _sunlight_penumbra;
_color -> _sunlight_color;
_dirt -> _sunlight_dirt;
_anglescale -> _anglescale.

Here's a compiled version (x86 build, also supports "_falloff" property I've added earlier). 
#897 
Cool. I will try this on the stand-alone version of my SM179 map. I was very displeased with the sunlight and didn't have time to tweak it as it was a 24hr jam.

MaxEd Is there a default falloff for the _sun entity or is it 0? Will pointing this to an info_null effect the falloff? 
 
Is there a default falloff for the _sun entity?
The default falloff for the _sun entity is 0.

Will pointing this to an info_null effect the falloff?
No. 
Thx Again 
I merged in features, _sun and _falloff (only for delay 0/linear falloff for now) 
 
Will pointing this to an info_null effect the falloff?

Actually, that's a neat idea for spotlights, so I've added that:

Added "_spotlightautofalloff" worldspawn key. When set to 1, spotlight falloff is calculated from the distance to the targeted info_null. Ignored when "_falloff" is not 0.

Calculated falloff = [distance from light to target_null] + [cone radius at target_null]. 
@MaxED 
Sorry for such a newb question but are there binaries for this version? or is it just added to the code at this point? 
What Is The Point Of External Map Prefabs? 
Not trying to be a smartass but... if you have a prefab map with brushes you want, why not just open that map and copy them into your current map?

I mean mapping like that seems clumsy and complicated. You won't get a visual in editor and more than likely it'll be trial and error going into the game back and forth to make sure your key settings are correct.

What's the advantage, what am I missing? 
 
You can make a change to the main prefab and it carries over into all external uses of it.

Copy+Paste means youd have to manually change each instance. 
@damage_inc 
I am guessing but I think ericw is trying a sneaky way to get prefabs added to Trenchbroom someday. SleepWalkR has resisted adding them to the editor for his own reasons and this is a work around that could be added to any editor in theory. I assume with very little work.

Again I am guessing... or day dreaming. I copy and paste just fine using TB2 but it would be nice to treat the prefab as a group without having to define it as a group. I dunno. Maybe I am just missing something here myself. 
@me 
duh... what muk said: that too!! 
 
One of the advantages of it if you're stuck with vanilla .map format is, you can rotate the prefabs at weird angles that would normally require valve map format to keep texture alignment, and the texture alignment will not get messed up.

along the same lines, you can map something complex in the prefab file, keeping it on-grid, then rotate the instance off grid, then go back and make further edits to the on-grid prefab file. 
Thanks Guys 
I knew I just had to missing something. Seems it was alot of somethings! 
@ericw : "_mirrorinside 1" 
When you mentioned you added this did that means it's already in the binaries for use/download? 
 
I didn't do a new release yet, but there are dev build binaries here that have it (click on x64 or x86, then go to the "artifacts" tab). Only gave it a quick testing but it seemed to work fine. 
Oh Cool... 
Muchas gracias :) 
Ummm, Actually... 
With DarkPlaces I have no z-fighting with "_mirrorinside 1" set, everything looks fine.

But with Quakespasm there is z-fighting, from both the outside looking in and on the inside.

Was I supposed to make sure the brush doesn't touch other brushes? 
Hm.. 
I think you need to make all of the faces "skip" except for the water surface. Qbsp doesn't clip bmodel faces against the world, so that's the cause of the z-fighting.
(in the past you had to use "*waterskip" as the skip texture for water brushes, or you'd get "Mixed content" errors, but with my qbsp you can just use regular "skip") 
*waterskip Not Necessary?? 
Is this the same for *lavaskip? 
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