#1 posted by Baker on 2017/12/31 07:38:26
Congrats, ericw!
See your tools thread for additional commentary!
Great work!
Still The Best Tools.
#2 posted by PRITCHARD on 2017/12/31 12:47:44
Hopefully the seams issue will be fixed, and then I'll update my pipeline.
#3 posted by khreathor on 2018/01/01 20:05:15
Thanks again for func_illusionary_visblocker :)
#4 posted by necros on 2018/01/02 04:30:27
thanks for continuing work on these great tools!
What Does Qbsp Need For The "path" To _external_map?
Full path, partial(relative to mod directory etc)? Forward slashes/backslahses?
Trying to set this entity up in the .fgd.
Disregard This ^^^
I looked through mukor's fgd and saw it's absolute path.
#7 posted by ericw on 2018/01/07 19:17:37
I think it's relative to the working directory, or absolute
_external_map_classname
Is it possible to give this a default value(func_wall) in the next release of qbsp?
Currently, in my testing, if this is not set it stops the compile process and you can't load the map into Quake.
Or, since it's an advanced entity, maybe there is a reason it's not set like that?
#9 posted by ericw on 2018/01/08 08:58:47
Yeah, it should be easy to add a default; I was thinking func_detail.
#10 posted by veryslowmapper on 2018/01/10 23:19:19
How complicated would it be to add random texture tiling feature based on texture names during bsp generation similar to Half-Life's technique which does this during run-time?
Example here:
https://www.youtube.com/watch?v=NNv17T02WlY
This would help break monotony of large walls and rocky terrains.
Misc_external_map 'classname' Shadows
I want to make sure I have this right. While setting up the entry in the FGD it seemed that for...
func_detail, func_group and func_detail_wall there is no way to disable shadowing?
Setting _shadow to 0 or -1 on the misc_external_map entity had no effect.
Jus' curious, thanks.
#12 posted by ericw on 2018/01/15 06:32:29
@veryslowmapper Yeah, it would be doable - probably not too hard because qbsp already chops up faces to fit within the software limits.
@damage_inc "_shadow" "-1" should work on misc_external_map. I'll double check.
Netradiant Valve 220
#13 posted by ww on 2018/01/15 09:35:51
"Infinite projection" in 220 format causing light stage to fail. Created by rotating brush without tex lock.
Example map with stretched trim
http://www.mediafire.com/file/b29jjyh2e82r6uo/net220.map
@ww
#14 posted by ericw on 2018/01/17 03:47:45
I'm not sure what to do.. on one hand, that face with an invalid texture projection crashes software quake (at least winquake.exe), so light.exe failing with a hard error isn't too unreasonable.
maybe qbsp should warn about the face, and then save it to the .bsp with default texturing.
Imho...
#15 posted by Spike on 2018/01/17 08:56:42
1) the qbsp defines the sizes of surfaces.
2) infinite projection means infinitely sized lightmap.
if the qbsp is generating a lightmapped surface larger than the specified limit then that's the qbsp going wrong, not the light util.
(unless its turb or sky, anyway, in which case the light util shouldn't be trying to light them and thus shouldn't care).
Misc_external_map Question
#16 posted by Kinn on 2018/01/17 22:10:53
Just reading about the new misc_external_map feature, and it sounds awesomebiscuits.
Although, I'd have thought it could be even more powerful if it worked like: whatever is in the external map, including multiple entities (e.g. func_door, func_detail, light_*, whatever) would just get copied across, so e.g. you could have a brush torch sconce + a light or two associated with it.
I'm sure there's a damn good reason for the current implementation but just thought i'd mention it :}
Kinn
#17 posted by Qmaster on 2018/01/17 22:12:20
Are you talking about Quinstance style external bsp support?
#18 posted by Kinn on 2018/01/17 22:17:08
I'm talking about the misc_external_map entity in ericw's bsp tool
Kinn
#19 posted by ericw on 2018/01/18 02:11:24
I started with "brushes only" as a first step because it simplified things a bit, especially "-onlyents" compiles can ignore the external maps right now, but they'll need to load them when I import entities as well. No special reason it can't be done though.
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