Edit: Test 10, built straight from current GtkRadiant CVS, using new md5 library and compiles OK on Linux. Aside from the issues outlined below, this should be a working release.
OK, sorry about the confusion before. The -scale N.N mode wasn’t in earlier 2.5.5 test builds. It was part of SDMap2 (which is included with the ET tools).
We’re in the process of merging the ET tools into the GtkRadiant proper, and part of that is merging the compiler.
The first test version is 2.5.5-test-10.
It supports:
- Quake 3
- Return to Castle Wolfenstein
- Wolfenstein: Enemy Territory
- Jedi Knight II
- Soldier of Fortune II
- Star Trek: Elite Force
- Tenebrae
Known issues:
- lightstyles hack do not work with external lightmaps
- lightstyles hack will not work with -approx (as approx uses vertex lighting)
- lightstyles hack will not work with implicit shaders
Possible things to watch out for:
- the light code in SDMap2 supported twosided lighting for cull none/twosided/etc surfaces. This may lead to artifacts under some circumstances.
Cool stuff:
- _decal entities are now supported in all games (swipe the _decal definition out of the ET entities.def file)
More later…
y
Changelog:
2.5.5-test-9 (2003-07-17)
- New: -scale N.N mode to scale the BSP
- New: -light -lomem switch to supress trace BSP optimization. This
feature trades lighting performance for decreased memory usage
- New: Added negative light support (note: will not darken below _minlight value)
might screw up radiosity, haven't tested much. Should work with entity
lights, shader lights, sun/sky lights and radiosity. Lightfilter shadows
tint negative lights too, so the end effect is subtraction of the color
- Fixed long standing terrain texturing bug, should produce exact desired
results all of the time now. May require fixing alphamaps that were
kludged together to accomodate this bug on existing maps
- Fixed bug (huh, wtf) causing misc_model surfaces to not be fogged
- Fixed bug where fog brushes wouldn't fog surfaces if a global map fog
shader was present
- Fixed bug where -patchmeta surfaces were being ignored for raytracing
- Fixed long-standing bug where twosided surfaces were not correctly
bouncing light. You can now have a foggy glass window that re-emits
bright light with q3map_bounce 3.0 or so
- Fixed really stupid bug in radiosity with bouncing styled lights
- Stripping .map and appending .bsp in -info mode
- Fixed bug where tesselated brush face surfaces were not being fogged
- Twosided surfaces (using cull disable/twosided/none) are now lit twosided
- Added tighter tolerance for alphashadow/lightfilter shadowing to raytracer
which fixed problem with double shadows from tracing near triangle seams
now I’ve never done this before, but this I feel I have to add
