q2tools-220 release

Quake 2 code and mods
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func_qbism
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q2tools-220 release

Post by func_qbism » Mon Jun 04, 2018 12:45 pm

Quake 2 map compiler tools with v220 map support, automatic phong, enhancements, and fixes.
https://github.com/qbism/q2tools-220/releases

I'll eventually follow up with screenshots.
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Re: q2tools-220 release

Post by func_qbism » Mon Apr 01, 2019 12:42 pm

See the release page for a new update. Light intensity tuning, better "-help" for qrad3, and a couple bug fixes.
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Re: q2tools-220 release

Post by func_qbism » Fri Feb 14, 2020 12:21 am

"smooth" (phong shading) and "extra' test map examples below. smooth takes an angle threshold parameter. 'smooth 46' will smooth inside angles up to 46 degrees and outside angles 134 degrees and up (180-46 = 134). 'smooth 0' is no smoothing. Interesting angle range is roughly 25 to 65 degrees.

Code: Select all

qrad3 -smooth 0 phongtestmap
pic002.jpg

Code: Select all

qrad3 -smooth 0 -extra phongtestmap
pic004.jpg

Code: Select all

qrad3 -smooth 46 -extra phongtestmap
pic003.jpg
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Re: q2tools-220 release

Post by func_qbism » Wed Jul 15, 2020 11:16 pm

07-15-2020 release:
Adjustable sample nudge value. This is the fractional distance from face center when extra samples are used (-extra). Higher values are generally smoother. Lower values can sometimes reduce light leakage at small brushes. Default is 0.25, range is 0.0 to 1.0.

Add line number to brush notifications, useful for Trenchbroom's "Select by Line Number" command.

Rebrand tool names so it's easier to compare output with other tools that use the default names.

'Beta' release. Please report issues on github.
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Re: q2tools-220 release

Post by func_qbism » Wed Apr 21, 2021 7:46 pm

Dev continues. New release 'soon' with_falloff feature thanks to slipyx and looser (but not noticable)texinfo matching for complex maps that hit texinfo limit.
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Re: q2tools-220 release

Post by func_qbism » Sun Apr 25, 2021 11:52 pm

q2tools-220 04-25-21 release

https://github.com/qbism/q2tools-220/re ... g/04-25-21

Add support for _falloff property on point lights. Adapted from zzsort/blarghrad by slipyx.

Help for maps that hit texinfo limit: Round down vector comparison to 2 decimal places in TexinfosMatch. This reduces texinfo count and still precise enough visually.

Cleaned up extern variables to satisfy gcc10 compiler, which defaults to -fno_common.

BTW, here's a decent build sequence, working in Linux. I put the tools in the game base dir:

Code: Select all

./4bsp -chop 512 -choplight 32 maps/yourmap

./4vis  maps/yourmap

./4rad  -extra -subdiv 32 maps/yourmap
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