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equakeutils

Postby goldenboy » Wed Feb 08, 2012 1:46 pm

Managed to extract the Stuffit archive of equakeutils, which contains tools source modified by Frank Condello (ExtrasR4) to support hint/skip/detail brushes and func_water, as well as some stuff apparently from Open Quartz.

Repacked it into a zip file and upped here

http://www.quaketastic.com/upload/files ... eutils.zip

I imagine people like leileilol might already have this, and it might not be terribly useful to anyone, but now we have a zip file of it.
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Re: equakeutils

Postby andrewj » Thu Feb 09, 2012 12:25 am

I grabbed it, cheers.

Btw what is a "skip" brush?
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Re: equakeutils

Postby Ghost_Fang » Thu Feb 09, 2012 1:09 am

If i'm not mistaken, the bsp tool wont make/render/create any face(s) with that texture.
Allowing more optimized maps, for example you're on the street level of a city, you won't ever see the tops of the buildings, so you can put that skip texture on the top of the buildings so there wouldnt be any faces there.
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Re: equakeutils

Postby goldenboy » Tue Feb 14, 2012 12:37 am

Skip textured surfaces will be culled by the map compiler (or an external Skip tool).

They can be used if you have entity water, to remove the sides. They're also useful in connection with "fence textures" and various mapping tricks such as a method for fake windows, IIRC.
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Re: equakeutils

Postby qbism » Sun Aug 19, 2012 10:17 pm

Sweet, now I don't have to install stuffit trial/adware to check out this code.
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Re: equakeutils

Postby taniwha » Sun Aug 19, 2012 11:33 pm

I'll check it out, but I believe most of that stuff is in qf's bsp/vis/light.
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Re: equakeutils

Postby qbism » Mon Aug 20, 2012 5:09 pm

taniwha wrote:I'll check it out, but I believe most of that stuff is in qf's bsp/vis/light.
Thanks, I'll take a look. eqbsp has func_water support, basically one or two lines of code I think. I'm planning to try adding cheesy stuff like "*force" (transparent, turbulent, solid) and "*glass" (transparent, non-turbulent, solid).
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Re: equakeutils

Postby goldenboy » Mon Aug 20, 2012 6:57 pm

func_water is pretty nice, but the extrasr4 version breaks in FTE and DP. Spike recently checked some code into the RMQ SVN to fix this.

Same for func_ladder from extras.
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Re: equakeutils

Postby metlslime » Mon Aug 20, 2012 7:22 pm

I'm curious how "detail" is supported in a meaningful way in Q1 BSP
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Re: equakeutils

Postby qbism » Tue Aug 21, 2012 4:27 am

I don't think qfbsp has func_water. It's more changes than I thought, but manageable. Detail brushes can be 'empty' or 'solid'. These are pox's notes in the source.
Code: Select all
Search "pox" (40 hits in 8 files)
  eqbsp\brush.c (6 hits)
   Line 46: // pOx - seems many comilers simply ignore this...
   Line 63:       // pOx - from treeQBSP - changed to warning
   Line 552: #define   MAX_HULL_POINTS   256//32 pOx
   Line 553: #define   MAX_HULL_EDGES   512//64 pOx
   Line 855:          else if (mb->detail & DETAIL_EMPTY)// pOx - detail brush additions
   Line 898:          /* pOx - HACK - get rid of this face (in csg)
 eqbsp\csg4.c (5 hits)
   Line 330:       {// pOx - HACK - ignore the rest
   Line 377:       // pOx - HACK - ignore
   Line 399: extern qboolean func_water;// pOx - mirror insides for func_water entities
   Line 442:                // pOx - NOSPLIT IS EVIL! Only use them if you know what you're doing...
   Line 478:             if (b1->contents != CONTENTS_SOLID || func_water)// pOx - mirror insides for func_water entities
  eqbsp\map.c (8 hits)
   Line 65:           || strstr (miptex[t->miptex], "ignore")// pOx - don't light ignore textures
   Line 112: /* pOx - NOTES:
   Line 393:                b->detail = DETAIL_SOLID;// pOx - use am_detail for more options
   Line 395:          /* pOx - by request: ignore extra stuff we don't need (GTK support)
   Line 562:                b->detail = DETAIL_SOLID;// pOx - use am_detail for more options
   Line 564:          /* pOx - by request: ignore extra stuff we don't need (GTK support)
   Line 716:       // pOx - added multiple detail brush styles
   Line 747:         // pOx (!) - clear out the current entity or it'll just get parsed over and over and over...
 eqbsp\nodraw.c (1 hits)
   Line 4: // pOx - added arguments to functions to shut up compilier warnings
 eqbsp\portals.c (3 hits)
   Line 319:          if (allverbose)// pOx - obj2map/raw2map terrains produce a lot of these errors (harmless)
   Line 565:       // pOx - watervis
   Line 674:          // pOx - watervis
eqbsp\qbsp.c (11 hits)
   Line 3: // pOx
   Line 23: // pOx - additions
   Line 33: // pOx - Multi-WAD support (modeified from QBSP 256)
   Line 48: qboolean   func_water;// pOx - mirror insides for func_water entities
   Line 581:       // pOx - mirror insides for func_water (put func_water *anywhere* in the name)
   Line 1003:    argc = ccommand(&argv);// pOx - get the command line
   Line 1009:           "ported to MacOS by Frank Condello <pox@planetquake.com>\n"
   Line 1025:    // pOx - default to BSP29
   Line 1050:       else if (!strcmp (argv[i],"-nogfx")) // pOx - eQuake BSP01 - no internal texture mips
   Line 1073:    //SetQdirFromPath (argv[i]); // pOx - Just put everything in the same dir.
   Line 1075:    // pOx - multiple WAD support
eqbsp\tjunc.c (1 hits)
   Line 117:    // pOx - changed to warning (as per Quartz tools change on sourceforge)   
eqbsp\writebsp.c (5 hits)
   Line 4: // pOx - Multi-WAD
   Line 428:          // pOx - only include texture headers if -nogfx is used
   Line 461: // pOx - Multiple wad support
   Line 539: // pOx - Multiple wad support (pulled a boner in r1 - this is a re-write)
   Line 585:          if (!len || (strstr (miptex[i], "ignore"))) {// pOx - MAJOR HACK - ignore is no good for Software Quake
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Re: equakeutils

Postby taniwha » Tue Aug 21, 2012 11:37 am

metlslime: via tricks with the portals written by the bsp compiler, which means the vis tool has to support them, too. They don't make much, if any, difference to the engine, but they can make a big difference to the vis tool.

qbism: I suspect you're right about func_water and qfbsp. It's the main thing that made me say "most" :) I'm pretty certain I got all the openquartz changes.

I haven't had time to check yet as I'm currently doing a forklift course... in Japanese :P
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Re: equakeutils

Postby qbism » Wed Aug 22, 2012 2:16 am

Ahh, vis tool support...
taniwha wrote:I haven't had time to check yet as I'm currently doing a forklift course... in Japanese :P
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Re: equakeutils

Postby ajay » Sat Jun 01, 2013 7:17 pm

Does func_water still emit light like regular water?
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Re: equakeutils

Postby qbism » Sun Jun 02, 2013 1:06 am

func_water doesn't block light when compiling the map if that's what you mean.
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Re: equakeutils

Postby negke » Sun Jun 02, 2013 7:26 am

ajay wrote:Does func_water still emit light like regular water?

The engine always displays the liquid textures as fullbright, regardless of where they are used.
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