Q3Map 2.5.5-test-10 (ET + scale support)


(ydnar) #1

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


(onu) #2

I’m going to try this tonight, if it works, I’ll return and conquer the heavens only to make the angels sing your praises, then travel to hell so that the damned shall be made known of your glory and suffer beyond the reach of your radiance. This might be the greatest day in Quake’s history.


(Hewster) #3

You can now have a foggy glass window that re-emits
bright light with q3map_bounce 3.0 or so

umm, do you mean it bounces the light, or emits it on the other side,
by the scale of the bounce ?

As in the thread here:
http://www.splashdamage.com/forums/viewtopic.php?t=739&highlight=feature+request

A special shader that would collect light from one side and re-emit it on the other side as a surface light, while blocking the passage of light through it.

You can sort of do it now, using radiosity and q3map_bounce N

Hewster


(ydnar) #4

yes


(Emon) #5

Wow, looks great ydnar. I assume the next GtkRadiant release will have updated entity definitions for the decal entity?


(Hewster) #6

Top man :smiley: now I’ve never done this before, but this I feel I have to add
:banana: :banana: :clap: :banana: :banana:

Can’t wait to play …

Also…

/*QUAKED _decal (0 1.0 0) ?
-------- KEYS --------
“target” the name of the entity targetted at for projection
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Compiler-only entity that specifies a decal to be projected. Should
contain 1 or more patch meshes (curves) and target an info_null entity.
The distance between the center of the _decal entity and the target is the
axis and distance of projection.
*/

I can see this being very useful for detailing terrain models :slight_smile:
(among other things )

I presume the texture that is applied to the patch is what is projected ?

Thanx Ydnar

Hewster


(fraco) #7

_decal? Is that the same as shaders with polygonOffset in sof2? So that you can add like posters on a wall without breaking up the wall?

How is this _decal used? Can I do anything usefull with it in sof2?

Y must this be used on patches? It seems (in sof2, using polygonOffset in the shader), work perfectly with brushes.

thnx

fraco, king of n00b questions


(ydnar) #8

Sample decal shader:


textures/rad/decal2
{
	qer_trans 0.75
	
	q3map_nonplanar
	q3map_shadeAngle 179
	q3map_noTJunc
	
	surfaceparm nonsolid
	surfaceparm nomarks
	surfaceparm pointlight
	surfaceparm trans
	
	polygonOffset
	
	{
		map textures/rad/decal.tga
		blendFunc GL_SRC_ALPHA GL_ONE
		rgbGen identity
	}
}

y


(MMFSdjw) #9

I don’t understand how to use the -scale thing

I’m getting this

Usage: q3map -scale value [-v] mapname
Non-zero scale value required.

Do enter the entire path to the map for mapname?
what’s “[-v]”?


(chavo_one) #10

Do enter the entire path to the map for mapname?

yes. The path should start with the drive letter.

what’s “[-v]”?

-v is the verbose flag. It forces the compiler to output more information.


(MMFSdjw) #11

I must be doing somthing wrong. I keeps giving me “unknown option”
Here’s what I’ve got

“C:\Program Files\GtkRadiant\q3map2.exe” -connect 127.0.0.1:39000 q3map -scale 1.5 “C:\Program Files\Raven\Star Trek Voyager Elite Force\BaseEF\maps\Chiron.map” -meta -game ef “C:\Program Files\Raven\Star Trek Voyager Elite Force\BaseEF\maps\Chiron.map”

I tried it with and without that q3map infront of -scale.

What am I doing wrong?


(chavo_one) #12

First, don’t put q3map in your compile string. That is only supposed to signify the compiler executable in the usage statement. Secondly, the -scale directive is at the same level as -bsp, -vis, and -light. In otherwords, you need to compile your map into a bsp, and then run q3map2 again to scale it.

Here’s the idea of what you need to do (with some path simplification for example purposes):
q3map2.exe -meta -game ef chiron.map
q3map2.exe -scale 1.5 chiron.map

Also, you may need to supply -fs_basepath.


(ydnar) #13

The -scale N command should be used on final, compiled BSPs.

Using it before -vis or -light is undefined.

It will generate a new BSP, named <original name>_s.bsp

y


(Matt) #14

Ydnar, I have a question man…

You pump out updates so quickly with new features and fixes for your q3map2… You’re always putting something nice in there to make things easier for us.

WolfET is free and a TON of people play it… Do you guys make any money at all through splashdamage? Either way, yes or no, thank you for everything. Most people would have quit a long time ago, but you keep pumping out new stuff. (Lightstyles, need I say more!?) :clap:


(ydnar) #15

No hobby nets as many ladies as the Q3Map coding, I tell you…


(onu) #16

You collect ladies and sell them to make money?! That’s illegal!


(Hewster) #17

Really ? I always thought Train spotting was the best hobby to get the
ladies… hehe :smiley:


(Emon) #18

This is true.

<Vin[Civ3]> Emon, you should show her your “3d engine” and maybe she can “optomize” it


(U.S.S. Speed) #19

2 side lighting on cull! Marvelous!

Unfog entites/model/surface! Amazing!

Dancing banana is happy : --> :banana:

:smiley: