Merl's custom build v1.6 is out

Delete_MeDelete_Me Join Date: 2002-04-01 Member: 368Members
<i>New:

Automatic wad detection
Zipster's max vis distance into hlvis
Various hlrad modifications by Adam Foster (afoster@compsoc.man.ac.uk)
(including the sky diffuse hack)
wad.cfg should now work from the directory the tools are installed to
Support for info_texlights entity
info_compile_parameters entity

Fixed:

Fixed Mixed Face Contents error bug when using NULL with water textures (alex.taylor3@ntlworld.com)
Fixed compile log output not having linebreaks under windows sytems
Fixed issue of last wadpath ignorance when using mapfile wadpaths (AmericanRPG)
Fixed issue of ÿ interfering with wad.cfg
Fixed issue of hlcsg.exe crashing under Win2k with a custom wad configuration
Fixed compilation errors of wad.cfg on *nix systems (hullu - <a href="mailto:kijuhe00@students.oamk.fi">kijuhe00@students.oamk.fi</a>)
</i>

Downloads, comments, etc at the Valve-ERC (http://www.valve-erc.com)

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <span style='color:red'><b>One quick warning</b></span> - don't overwrite your existing zoner tools that were shipped with NSTR2 just yet. They are custom versions of the compilation tools that Merl whipped up for us special, and these new exe's may not be backwards compatible.

    Hopefully Merkaba or Relic25 will chime in here with more details.



    <!--EDIT|MonsieurEvil|June 03 2002,17:42-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I've been using a custom build of my own of 1.5 (I was a testbed for a couple fixes, heh) for some time, nothing that came with the NSTR2... I wasn't even aware there were any NS-specific properties within these compile tools that weren't already built into the build that I have. :-\
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    As far as I know, the only thing that was special in the build that came with the NSTR2 was the clipnode economy and null stripping, as well as an apparently broken wad.cfg.  As long as those are still in 1.6, I see no problems.  Unfortunately, I can't find a full feature list for 1.6, so does anyone know?  (I can't think of a reason why these would have been removed, as they would benefit everyone, and not just ns mappers.)



    <!--EDIT|Greedo386|June 03 2002,15:20-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Those were already public as of custom build 1.4, as I recall.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'm not sure, but I think this zoners release IS Merl's release, merged with some other releases too. It should contain the clipnode optimisation code in it. Could someone check and see?
  • Delete_MeDelete_Me Join Date: 2002-04-01 Member: 368Members
    Yes, the tools that ship with NSTR are public version 1.4 (it even says so in the instrucitons.html! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->). I don't think that 1.5 was released to more than a few people (as most of it didn't work), so this should be the next upgrade.

    This is basicly 1.4 with the above changes/additions. I'm sorry I didn't mention it before, but the full features list can be found at: <a href="http://144.132.16.252/nulltex/instructions.html" target="_blank">http://144.132.16.252/nulltex/instructions.html</a>
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->One quick warning - don't overwrite your existing zoner tools that were shipped with NSTR2 just yet. They are custom versions of the compilation tools that Merl whipped up for us special, and these new exe's may not be backwards compatible.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    As far as I'm aware, this custom release is fully backwards-compatible with the normal Zoner's compile tools. I've been using them for some time, and haven't come across any issues. They aren't Natural-Selection specific. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The included hlrad isn't an 'official' release, and so various new features aren't documented (and one doesn't work at all).

    <!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
      -colourgamma r g b  : Sets different gamma values for r, g, b
      -colourscale r g b  : Sets different lightscale values for r, g ,b
      -colourjitter r g b : Adds noise, independent colours, for dithering
      -jitter r g b       : Adds noise, monochromatic, for dithering
      -nodiffuse          : Disables light_environment diffuse hack
      -nospotpoints       : Disables light_spot spherical point sources
      -softlight r g b d  : Scaling values for backwards-light hack
    <!--c2--></td></tr></table><span id='postcolor'><!--ec2-->

    <b>-colourgamma</b> is gamma-correction, but the red, green and blue channels are independent. <b>-colourgamma 0.5 0.5 0.5</b> is the standard, and to apply a 'normal' gamma of, say, 1.2, you take the inverse and multiply it by 0.5, ie <i>1/1.2 * 0.5 = 0.417</i>. Note that this has nothing to do with Natural Selection's poorly-named env_gamma.

    <b>-colourscale</b> scales the lightmap, <b>-colourscale 1 1 1</b> being the standard.

    With the above two features, you can get rid of unpleasant colour casts in your map's lighting. without having to tweak a load of entries in lights.rad.

    <b>-jitter</b> - an all-new feature. Adds noise to the lightmap, in this case monochromatic noise of the colour specified. To add a slight dithering effect, <b>-jitter 4 4 4</b> is probably about right. Can significantly reduce 'banding' effects from the lightmap textures being sampled down to 16bpp in-game.

    <b>-colourjitter</b> is similar to the above, except it adds completely random colours.

    <b>-nodiffuse</b> switches off the improved light_enviroment lighting. To find out how to use it, look at the instructions.

    <b>-nospotpoints</b> currently does absolutely nothing. It might be an interesting feature when done - stay tuned...

    <b>-softlight</b> is an idea from mazemaster, on the VERC forums. Probably not much use. For every texture light, it creates a new direct light facing towards the light texture (scaled by <i>r g b</i> at a distance of <i>d</i>). Try something like <b>-softlight 0.1 0.1 0.3 8</b> for an interesting effect.

    Hope this is useful. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow, what I'm most interested in is the new HLRAD stuff. Great job on your contributions to it, HMTG. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    /me jitters his living room light
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    Is that softlight thing for making it so that texlights arnt lit fullbirght? Thats exactly what ive been looking for.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Is that softlight thing for making it so that texlights arnt lit fullbirght? Thats exactly what ive been looking for.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Umm... No.

    Complete opposite, if anything.

    All I can suggest is that you have a play with it. To be honest, I've no idea what it's really for, but mazemaster was very happy about it being there. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm assuming it'd be good for creating the illusion of a point based light... with a texture light. Heh. Hrm...
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