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
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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):
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-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
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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
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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
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#145
2023-08-18 17:50:42 +06:00
Thomas Debesse
2c947b7e95
q3map2/light: introduce -nobouncestore
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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
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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)
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#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)
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lower 3d light sphere brightness to reduce occlusion
#63
2022-12-17 02:15:38 +06:00
Garux
a5d0ae72d1
fix SmoothMetaTriangles()
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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
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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]
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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
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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
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import 52ee126932
2021-11-14 19:32:43 +03:00
Garux
8928a4aee8
[q3map2] dæmon engine expects model space deluxe maps
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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
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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