Merl's custom build v1.6 is out
Delete_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)
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
Hopefully Merkaba or Relic25 will chime in here with more details.
<!--EDIT|MonsieurEvil|June 03 2002,17:42-->
<!--EDIT|Greedo386|June 03 2002,15:20-->
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>
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-->
/me jitters his living room light
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-->