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equakeutils
Posted: Wed Feb 08, 2012 1:46 pm
by goldenboy
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.
Re: equakeutils
Posted: Thu Feb 09, 2012 12:25 am
by andrewj
I grabbed it, cheers.
Btw what is a "skip" brush?
Re: equakeutils
Posted: Thu Feb 09, 2012 1:09 am
by Ghost_Fang
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.
Re: equakeutils
Posted: Tue Feb 14, 2012 12:37 am
by goldenboy
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.
Re: equakeutils
Posted: Sun Aug 19, 2012 10:17 pm
by qbism
Sweet, now I don't have to install stuffit trial/adware to check out this code.
Re: equakeutils
Posted: Sun Aug 19, 2012 11:33 pm
by taniwha
I'll check it out, but I believe most of that stuff is in qf's bsp/vis/light.
Re: equakeutils
Posted: Mon Aug 20, 2012 5:09 pm
by qbism
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).
Re: equakeutils
Posted: Mon Aug 20, 2012 6:57 pm
by goldenboy
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.
Re: equakeutils
Posted: Mon Aug 20, 2012 7:22 pm
by metlslime
I'm curious how "detail" is supported in a meaningful way in Q1 BSP
Re: equakeutils
Posted: Tue Aug 21, 2012 4:27 am
by qbism
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
Re: equakeutils
Posted: Tue Aug 21, 2012 11:37 am
by taniwha
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
Re: equakeutils
Posted: Wed Aug 22, 2012 2:16 am
by qbism
Ahh, vis tool support...
taniwha wrote:I haven't had time to check yet as I'm currently doing a forklift course... in Japanese
Safety first!
Re: equakeutils
Posted: Sat Jun 01, 2013 7:17 pm
by ajay
Does func_water still emit light like regular water?
Re: equakeutils
Posted: Sun Jun 02, 2013 1:06 am
by qbism
func_water doesn't block light when compiling the map if that's what you mean.
Re: equakeutils
Posted: Sun Jun 02, 2013 7:26 am
by negke
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.