Commit Graph

871 Commits

Author SHA1 Message Date
Garux d59668f943 don't write nomipmaps hack 5daf2e265e when native external lightmaps, as it prevents r_mapOverbrightBits application 2024-04-05 14:45:42 +05:00
Garux 5daf2e265e * generate shaders to force nomipmaps flag on external lightmap images created by lightstyles and external lms hacks
fix -trisoup: apply after each -bounce
remove excess WriteBSPFile() when -yes-bounceStore + 'No diffuse light to calculate, ending radiosity'

https://github.com/TTimo/GtkRadiant/issues/66
2024-03-09 17:01:12 +05:00
Garux 34038fd7fd unify WriteBSPFile() print 2024-03-08 04:23:25 +05:00
Garux a3d438c4be * adjust -light -trisoup to enable performance hack for games with low verts per lmed surf count (e.g. 64 in Q3):
-bsp -meta -mv 999 //get big lmed surfs with max verts count = max trisoup verts (-debugsurfaces to debug)
		-light -extlmhacksize 1024 -trisoup //gen shaders for external lms and mark as trisoup
2024-02-26 22:41:10 +06:00
Garux c8bf05af57 fix -info leafsurfaces alignment 2024-02-26 20:26:57 +06:00
Garux 6abeb431e3 fix ds->lightmapAxis after MergeMetaTriangles 2024-02-26 17:39:13 +06:00
Garux 6749261e75 * -maxshaderinfo <N>: Sets max amount of shaderInfo, default = 8192 2024-02-15 23:35:45 +06:00
Garux 20a9afcd1d * -maxmapdrawsurfs <N>: Sets max amount of mapDrawSurfs, used during .map compilation (-bsp, -convert), default = 131072 2024-02-15 22:35:58 +06:00
Garux 2721cca15b untie PatchMapDrawSurfs() from MAX_MAP_DRAW_SURFS, was doing stack overflow when increased 2024-02-14 09:35:39 +06:00
Garux e77d713bad * fix custom shaders generation for lightstyles and external lightmaps hacks for :q3map suffixed shaders
note ignoring only classic stageless :q3map shaders; ones with stages are assumed as templates for custom shaders, hidden by suffix
closes #165
2024-02-04 09:33:43 +06:00
Garux 4b26129c47 minor tweaks 2024-02-03 17:34:58 +06:00
Garux df02774ff5 tweak StringOutputStream use
auto str = StringOutputStream()(bla) use form was not doing copy elision or move, but copy
2024-01-29 16:54:08 +06:00
Garux b4e44bc8ed refactor StringFixedSize, auto str = String64()() use form was not doing copy elision 2024-01-25 23:46:01 +06:00
Garux 8923546e79 more precise -bounce description 2023-08-23 00:24:29 +06:00
Garux a2e35eb774 in autocaulk use caulk instead of nodraw, if latter is nonsolid
#145
2023-08-18 17:50:42 +06:00
Thomas Debesse 2c947b7e95 q3map2/light: introduce -nobouncestore
when storing computed lightmap on each bounce, user can interrupt compilation and
get working files, but it spends allocation time (which is slow and single-threaded

with this option, user can decide to only allocate lightmaps on the very final
bounce, it means it can't be interrupted, but it can save a lot of time
2023-08-18 15:10:59 +06:00
Matthias Krüger 374f66bb42 q3map2: don't store lightmap if the last bounce computation ran empty. 2023-08-18 15:06:20 +06:00
Garux 1fb1896f11 tweak light styles checks 2023-08-18 11:30:48 +06:00
Garux d40538eea0 * fix RBSP style keys on -exportents and decompilation, so that they are alright for -onlyents and compilation 2023-08-18 01:20:58 +06:00
Garux a5bad3d471 * fix: don't turn lights with targetname to styled for IBSP, as they are not switchable there 2023-08-17 19:46:49 +06:00
Garux 1da9dbfea9 * -keepmodels in -bsp / _keepModels on worldspawn: keep misc_model entities in the BSP file after compile 2023-08-17 19:22:21 +06:00
Garux 1e909131be * misc_model _target and group entity _targetname key aliases for baking the model into entity
helps when targetname key is not wanted on an entity, as changing its behavour
crosslinking of keys versions works, underscored version has priority
2023-07-05 14:45:05 +06:00
Garux cfe248da83 q3map2 -light -scale: don't scale bounced light; user expects scaling light sources here 2023-07-05 12:43:58 +06:00
Garux f9bc21ab12 * -lessbrushes switch: less brushes when decompiling Q1, HL maps at the expense of texturing 2023-01-18 21:36:11 +06:00
Garux f43f9da361 mbspc: * improve decompilation quality of Q1, HL maps greatly (texturing correctness, less brushes)
#87
#92
2023-01-18 21:33:23 +06:00
Garux 6fa7a8b5bd mbspc: decompilation: bump limits to be able to decompile all AD Q1 BSPv1 maps 2023-01-15 20:32:11 +06:00
Garux 18d4a0a1e7 mbspc: decompilation: avoid writing empty texture name 2023-01-15 20:30:08 +06:00
Garux 88a03b07be normalize rendered light color for display consistency (compiler normalizes it anyway)
lower 3d light sphere brightness to reduce occlusion
#63
2022-12-17 02:15:38 +06:00
Garux a5d0ae72d1 fix SmoothMetaTriangles()
mainly fixes celshading, as it's about coincident vertices with varying normal smoothing params
2022-11-01 13:00:10 +03:00
Garux 8565682f07 consider nodraw shaders in fog direction deduction 2022-10-30 10:00:42 +03:00
Garux 9bbb84ea5a fix some clang warnings & errors 2022-10-29 01:07:30 +03:00
Garux 22377bb255 fix .srf file name, when map name contains period, e.g. asd.xxx.map
closes #102
2022-07-11 23:33:01 +03:00
Garux 87a3682c46 -scale: fix bspNodes & bspLeafs precision 2022-07-10 18:54:46 +03:00
Aciz 2d156a33af Fix build on Arch 2022-05-24 15:22:31 +03:00
Garux 88d1777f0f fix pyramidal autoclip (was providing wrong reference points) 2022-04-04 19:43:25 +03:00
Garux 41d37cf57d * skylight extension: q3map_skylight amount iterations optional[horizon_min horizon_max sample_color]
horizon_min horizon_max: two spherical angles, defining portion of sphere to emit light from.
		Default is 0 90, which is upper hemisphere. -90 90 will be whole sphere.
		sample_color: Default = 1: sample color of each individual light from skybox images, if they are present.
		0: use shader color, set by q3map_lightRGB/q3map_lightImage/_up skybox image/qer_editorImage.
	* q3map_skylight may be used multiple times in a single shader
2022-01-09 16:50:04 +03:00
Garux be6126ce28 fix crash introduced in 977781a621 2021-12-30 19:57:37 +03:00
Garux ea21eee225 fix 1bd3e7ae18 2021-12-23 17:23:57 +03:00
Garux 5398cde0db fix uninitialized value use in IlluminateRawLightmap 2021-12-21 13:48:33 +03:00
Garux 19664b6bca fix -debugorigin crash in IlluminateVertexes 2021-12-21 13:20:41 +03:00
Garux 1bd3e7ae18 * model shader paths guessings: use material names, starting with textures/ or models/ as is
so materials named intentionally as ingame shaders shall work as expected
2021-12-16 03:06:30 +03:00
Garux d888d2622d use sensible floodlightIntensity default, so -floodlight is usable 2021-12-11 02:34:34 +03:00
Garux e913469e30 tweak shader docs 2021-12-11 02:33:59 +03:00
Garux 6c129e546f store winding points in double precision 2021-11-23 14:48:00 +03:00
Garux f02f3bff31 fix help 2021-11-14 20:19:08 +03:00
Garux cbe024d507 etut default gamma
import 52ee126932
2021-11-14 19:32:43 +03:00
Garux 8928a4aee8 [q3map2] dæmon engine expects model space deluxe maps
import https://gitlab.com/xonotic/netradiant/-/merge_requests/40
import c847e41def
q3map2/games: fix quakelive home path
import 85349c5529
2021-11-14 10:13:10 +03:00
Garux 150c3027b0 fix colormod broken in 977781a621 2021-11-13 18:26:12 +03:00
Garux b474073ebe misc_model _skin/skin key: handle both DP and Q3 naming conventions
disable trying skin 0 by default
not that it does much atm, as assimp md3 loader handles .skin and shader name substitution alters non path names
handle \r\n endlines in .skin
2021-11-10 22:25:45 +03:00
Garux 76017a8ce3 unify angles key reading 2021-11-08 21:39:38 +03:00