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88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
709 lines
32 KiB
Text
709 lines
32 KiB
Text
Q3Map2 Version History + Changelog (Reverse Chronological Order)
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2.5.16 (2004-10-18)
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- New: -fixaas mode to reassociate an AAS file with a changed BSP
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- New: -nostyles switch on light phase disabling lightstyles
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- Using libmhash cryptographic hashing library instead of md5lib
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2.5.15 (2004-07-08)
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- New: q3map_rgbGen, q3map_rgbMod or q3map_colorGen, q3map_colorMod
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- New: q3map_alphaGen const (like q3map_alphaMod set)
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- New: q3map_noVertexLight to suppress overwriting of vertex rgb
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- q3map_backShader now works again, can be used instead of
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q3map_cloneShader + q3map_invert on the target shader
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- q3map_alphaMod volume brushes in func_group entities will now only
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affect that entity's surfaces
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- q3map_clipModel now works on trans/nonsolid shaders, allowing
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simplified clipping surfaces in models
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- Fixed bug in alphaMod code where only the first vertex was being
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modded (thanks Ratty)
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- Vis exits instead of crashing with divide-by-zero when there are
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no portals on simple box maps
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- All of a surface's lightmaps must be solid or not solid, fixing
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ST coord problem with non-Raven games using lightstyles
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- Reverted a change in the meta code which was causing lightmap coord
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overflows and ugly self-shadowing errors on surface boundaries
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- Any use of lightstyles automatically sets -nocollapse to reduce
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total shader counts
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- Tenebrae lightmap size changed to 512x512
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2.5.14 (2004-04-09)
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- New: -dirty mode courtesy of RaP7oR (dirtmapping/ambient occlusion)
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- New: q3map_skyLight code using more uniform angular distribution about
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the sky hemisphere
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- New: q3map_alphaMod set N.N
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- New: q3map_alphaMod scale N.N
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- New: q3map_alphaMod volume - applies all other q3map_alphaMod directives
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to each vertex inside a brush textured with this shader, allowing large
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faded scrolling fire shaders, waterfalls, marquees, explicit dotProduct
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terrain blending control, etc.
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- Fixed a bug in alphaMod code where the type of the first alphaMod was
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being used for all subsequent alphaMods
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- Lowered vertex-lit surface limits to 999 verts, 1000 was breaking Quake 3
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- Tightened up solid lightmap tolerances
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- Fixed bug in solid lightmap code where lightmap SD coords were being
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incorrectly set
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2.5.13 (2004-03-03)
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- New: -convert -format <game> to convert between different BSP formats.
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Example, to convert a Jedi Academy map to Enemy Territory:
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-game ja -convert -format et
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- New: -game etut support for Urban Terror on Enemy Territory
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- New: -analyze mode for reverse engineering a BSP format
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- New: -compensate N.N (default 1.0) for descaling lightmap/vertex/grid
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data to compensate for ingame overbrighting. 4.0 is a good value for
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Quake 3 if used in combination with -gamma 2.2
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- New: compensate/gamma per-game setting
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- New: -light -cpma argument for "classic" (sic) vertex lighting
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- Replaced malloc() with stack allocation in IlluminateRawLightmap for
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most small/medium lightmap calculations
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- Misc cleanups in q3map2.h
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- Support for non-128x128 lightmaps
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- The -meta process will now generate surfaces with more than 64
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verts that have non-lightmapped shaders
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- Extended lightmap size tolerance to 2x for merging meta triangles in
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maps with aggressive lightmapscale. Sorry kids!
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- Moved surface finish pass (celshading, cloning) to final surface pass.
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This should fix a bug involving fog/tesselation/celshading/cloning
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- Solid-color lightmaps (within 1/255 in RGB) are detected and replaced
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with a single pixel lightmap, saving space
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2.5.12 (2004-01-18)
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- New: -dark option for dark lightmap/brush seams in -light (Unreal 1-ish)
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- New: spawnflags 4 on misc_model entities makes them forcemeta/lightmapped
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unless explicitly set as vertex lit in their shader(s). This can be
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combined with spawnflags 2 (solid) as spawnflags 6
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- New: -gamma N.N switch sets lightmap/vertex gamma value for more
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realistic lighting, instead of using high ambient/minlight. Default
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is 1.0 (linear ramp), good values are between 1.5 and 2.2
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- Changed q3map_lightmapGamma N.N to q3map_lightmapBrightness N.N, to
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better match its intended function
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- Ported to VS.NET 2003 and GtkRadiant 1.5 (spog_branch)
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- Fixed bug in _skybox maps where sunlight was leaking through brushes.
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Thanks pjw!
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- Fixed bug in ASE loader where models without submodels/submaterials
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would not load properly.
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- Fixed bug where q3map_tcGen was not being applied to models
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- Optimized MergeMetaTriangles a bit
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- Added KOR's fix to raytracer
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- -bouncegrid no longer affects the lightgrid dir
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- Added feature to PicoModel where spaces in material names in 3DS, ASE
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and LWO models will mark the end of the shader name, so you can have
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"textures/foo/bar 1" and "textures/foo/bar 2" in Lightwave, and both
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surfaces will map to "textures/foo/bar"
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2.5.11 (2003-12-01)
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- New: added support for _skybox entities to generate "portal sky"
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surfaces in games w/o native support (Quake 3). _skybox entities have
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3 keys: _scale (default 64), and angle/angles (for rotation of the
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skybox relative to the map)
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- New: added -skyfix switch to BSP phase as a workaround hack for
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the black GL_CLAMP border on skybox edges on ATI (and newer nvidia)
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video cards. Note: unnecessary in ET or JA
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- New: Added _anglescale to light entities for scaling angle attenuation.
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Use a small value (< 1.0) to lessen the angle attenuation, and a high
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value (> 1.0) for sharper, more faceted lighting
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- New: Added _lightmapscale support to misc_model entities
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- Custom shaders (external lightmaps, styles) will not be generated
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if the find/replace text cannot be found
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- Tightened up light culling epsilon from 1.0 to 0.125 to stop certain
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surface lights from being incorrectly culled (thanks RasputiN!)
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- Fixed bug where small 3 and 4 sided brush faces were getting fanned,
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adding triangle/vertex counts
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- Moved to Visual Studio .NET, with aggressive optimizations enabled
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- Cleaned up missing image warnings
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- Parsing images out of shader stages if not found explicit/implicitly
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- Loads Enemy Territory implicitMap images if editor/light image not found
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2.5.10 (2003-10-22)
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- New: Lightwave model support (beta) courtesy of RR2DO2
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- New: Heretic 2 FM model support courtesy of Nurail
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- Re-enabled vertex cache friendly triangle reordering with fix
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- Disabled triangle reordering on certain surfaces, including autosprite
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shaders due to visual errors
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- Fixed bug in radiosity where sorting of lights by style took forever.
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Thanks ReBoOT!
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- Fixed bug in sun lighting code where maps too far off the origin would
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not be properly it by sun or sky light. Thanks MindLink!
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- Entity causing a leak will be printed and selected in Radiant if BSP
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monitoring is enabled. Requested by heeen
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- Fixed odd bug causing 10x slowdown in lighting in some maps. Should
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be back to 2.5.7 performance. Also fixed a couple old bugs related to
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autosprite shader (point) lights and backsplash lights not being styled
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or setup correctly
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2.5.9 (2003-10-12)
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- Disabled triangle reordering for now (crashing on some maps)
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2.5.8 (2003-10-02)
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- New: Added two new sun parameters: angular deviation (width of the sun in
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degrees) and sampling count (jitters). This allows for decent approximation
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of penumbra "half-shadow" effects from sunlight with 16+ samples. These
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parameters are accessible for entity lights (including spots and suns) via
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these entity keys: _deviance and _samples. To use in shaders, use the new
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q3map_sunExt <r> <g> <b> <brightness> <angle> <elevation> <deviance> <samples>
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- New: q3map_lightmapFilterRadius <self> <other> for light-emitting shaders.
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Put *after* any q3map_sun directives or else your sun will be filtered. This
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is good for eliminating the "stadium lighting" effect from q3map_skyLight.
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Also usable as an entity key: _filterradius or _filter
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- New: Quake 2 MD2 model support in PicoModel for misc_model entities
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(thanks to Nurail!)
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- Re-enabled vertex-cache-aware triangle reordering. Will probably have a
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negligible effect on rendering performance, but can't hurt
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- Added short-circuit to raytracer: any empty nodes (including children) are
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ignored on sun traces
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- Added BSP file size printout
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- Filtering of any kind now disables adaptive supersampling on a per-light,
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per-ightmap basis
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- Fixed another _minlight <-> styled light interaction bug (thanks pjw!)
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2.5.7 (2003-08-31)
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- New: Jedi Academy support via -game ja
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- New: DDS (DXT1/3/5) texture support for future games
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- Re-enabled q3map_surfaceModel support, and the 'oriented' flag works as well
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- Re-enabled (fixed, really) large external lightmap support
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- Fixed a bug in the model code that would cause a crash if an uninvertable
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matrix was created
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- Fixed a bug in Mathlib m4x4_t code where the tolerance for a singular matrix
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was too low and crapping out on small (scaled down) matrices
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- Fixed bug in divide-by-zero on lightmap efficiency calculation
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- Added -force switch, allows unsupported BSP formats to (try) to be loaded
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2.5.6 (2003-08-15)
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- New: can convert BSP files to MAP files via -convert -format map. Note: not
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perfect by any means, as certain pieces of data are irretrievably lost, such
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as func_group entities (including terrain specifics), brush face texturing
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info, and light/misc_model entities with Q3Map2-generated BSPs
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2.5.5
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- New: -scale N.N mode to scale the BSP
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- New: -light -lomem switch to supress trace BSP optimization. This
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feature trades lighting performance for decreased memory usage
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- New: Added negative light support (note: will not darken below _minlight value)
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might screw up radiosity, haven't tested much. Should work with entity
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lights, shader lights, sun/sky lights and radiosity. Lightfilter shadows
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tint negative lights too, so the end effect is subtraction of the color
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- New: Lightstyle support for non-Raven (JK2/SOF2) games, including Quake 3,
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RTCW, ET, EF. Only works with lightmapped surfaces, use with care
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- Fixed long standing terrain texturing bug, should produce exact desired
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results all of the time now. May require fixing alphamaps that were
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kludged together to accomodate this bug on existing maps
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- Fixed bug (huh, wtf) causing misc_model surfaces to not be fogged
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- Fixed bug where fog brushes wouldn't fog surfaces if a global map fog
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shader was present
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- Fixed bug where -patchmeta surfaces were being ignored for raytracing
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- Fixed long-standing bug where twosided surfaces were not correctly
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bouncing light. You can now have a foggy glass window that re-emits
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bright light with q3map_bounce 3.0 or so
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- Fixed really stupid bug in radiosity with bouncing styled lights
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- Stripping .map and appending .bsp in -info mode
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- Fixed bug where tesselated brush face surfaces were not being fogged
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- Twosided surfaces (using cull disable/twosided/none) are now lit twosided
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- Added tighter tolerance for alphashadow/lightfilter shadowing to raytracer
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which fixed problem with double shadows from tracing near triangle seams
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- Brush entities should now be properly fogged. Really.
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- Styled lightmaps are no longer affected by _minlight (doh)
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2.5.4 (2003-04-01)
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- New: q3map_tessSize support for JK2/SOF2
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- New: -lightmapsize N argument
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- Fixed bug where switched styled lights weren't working correctly in SOF2/JK2
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- Fixed bug where external lightmaps with generated shaders were referencing
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the wrong lightmap
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- Fixed bug causing lightgrid brushes to be ignored
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- Added variable sphere around trace sample points to inhibit occluder geometry
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2.5.3 (2003-03-06)
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- New: SOF2/JK2 light styles now supported
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- New: q3map_lightStyle N to set shader lightstyles
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- New: Tenebrae 2 support via -game tenebrae
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- New: -light -deluxe and -debugdeluxe for Tenebrae "deluxemap" static
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lighting algorithm
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- Light envelopes now properly clipped to the PVS
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- q3map_vertexScale re-enabled (scales vertex lighting per-shader)
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- Minor bug in brush bevel code corrected
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- Brushes from func_group entities are correctly sorted on insertion
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- Fixed a couple misc warnings to print "percent" instead of "%"
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- Added -custinfoparms support to -light mode to suppress warnings
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- _minlight, _minvertexlight and _mingridlight order independent, and now
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allow for values of 0
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2.5.2 (2003-02-17)
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- Fixed crash bugs with global map fog
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- Model loading really only warns once now
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2.5.1 (2003-02-17) (Splash Damage internal release)
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- Added more Hella-Fast juice to light code. Overall should be 35% faster
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- Refactored surface portion of raytracer code for less memory usage
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- Changed UVW epsilon in raytracer to catch more edge cases
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- Removed bounds check on occluded luxel finding, was causing more problems
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than it was solving
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- Adaptive antialiasing code now ignores unmapped luxels for better shadow
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edges and higher performance
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- Brushes in the BSP are now sorted opaque first
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- Fixed Really Stupid bug causing MapRawLightmap to take about 4x as long
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- Added optimization to make MapRawLightmap 2x as fast
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- New non-sucky quadrilateral subdivision of patches for MapRawLightmap
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- Patches with < 90 degrees of curvature are now box-lightmapped
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- Patch vertex normals now correctly stored, fixing bug in 2.5.0
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- Prints warning if map with < 10% detail brushes is detected
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2.5.0 (2003-02-14) (Splash Damage internal release)
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RAYTRACING AND SHADOW CALCULATION
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- New raytracing code. Rewrote the raytracer to maximize efficiency on modern
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"caulk-hull" maps. Uses triangle intercept code written by SPoG, based on code
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by Tomas Moller and Ben Trumbore (Journal of Graphics Tools, 2(1):21-28, 1997)
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and a biased octree leaf subdivision scheme by Y.T.
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- Shadows (casting and receiving) are now controllable per-entity
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New entity keys: "_castShadows" or "_cs" and "_receiveShadows" or "_rc"
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Values: 0 = no shadows, 1 = worldspawn shadows, > 1 explicit shadow group,
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negative values imply no worldspawn shadow interation.
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*Entities, including model2 and RTCW misc_gamemodels can now cast shadows*
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RADIOSITY
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- Bumped up default and smallest radiosity patch size. Performance should be
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approximately 4x with a small quality tradeoff
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- Radiosity patches now trace to centroid of triangle, and not bounds center
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- Radiosity and surface lights are now nudged around a bit if in solid
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- Radiosity light generation code is now thread-safe
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- Radiosity -dump files now .map instead of .pfb
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- Poorly worded "q3map_bounce" renamed to "q3map_bounceScale" (old still works)
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- New -bounceonly switch to store only bounced light in the BSP (for Tenebrae)
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MISC LIGHTING
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- Optimized case where light and sample are coplanar
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- Forcing nudged luxels to stay within lightmap surfaces' bounds
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CURVED SURFACES
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- New -subdivisions N argument, works with -patchmeta and -light for setting
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patch level-of-detail. Default value is 8, use 4 to simulate default Q3
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- All patch tesselation code changed to create x-patterned tesselation for
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better lighting
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- Storing patch LOD info in the .srf file for better patch light/shadows
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FOG
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- Reworked fog code to fix bad interation with fog and clipped models
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MODELS
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- Entities with attached MD3/ASE misc_models now have their bounds correctly set
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- Attached misc_models now support q3map_clipModel for solidity
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- Missing models will only warn once, rather than spew errors
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MISC
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- Metasurface merging no longer folds nonplanar triangles into planar surfaces
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and vice-versa *
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- Fixed Really Stupid Bug where entity numbering was not loaded by lighting code
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resulting in lightmaps merging across entity boundaries *
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* Might result in slightly larger BSP. For maximum efficiency, ungroup
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func_group entities before doing a final compile
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TODO
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+ Document new shadow stuff
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+ Merge adjacent light-casting triangles into convex windings
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2.3.38 (2003-02-07)
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- New lighting code, return of Smoove-B. Intelligently antialises shadow edges
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when you use the new -samples N switch. Get -extra quality in 1/3 the time
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- New lightmap filtering code. Now using a proper 0.25/0.5/1.0 filter kernel.
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Also operates on individual lightsources, so per-lightsource filter/kernel
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settings are now possible
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- New -patchmeta fixes, now does stitching and adaptive subdivision.
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Thanks Sock!
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- Nonsolid patches will no longer be in the BSP when run with -patchmeta
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- Misc fog fixes, including q3map_noFog support in maps with global _fog
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support (SOF2/JK2)
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- Now stripping misc_model entities from the BSP
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- Fixed disappearing face bug that's been present since 2.3.36.
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Thanks Shadowspawn!
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2.3.37 (2003-01-24)
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- Building from GtkRadiant CVS trunk
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- Added new brush bevel code by MrElusive to fix lingering aas problems (sweet!)
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- Added -snap N arg to BSP phase for axial bevel plane snapping to reduce
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clipped model plane count (note: will muck with above, use with care)
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- Patches in terrain entities should now have proper vertex alpha set
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- Fixed bug in fur code where fur was being limited to 2 layers (thanks pazur)
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- Reduced vertexlight search area to a reasonable size to keep vertex lighting
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times down
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2.3.36 (2003-01-15)
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- Plane hashing re-enabled (I suck)
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- Plane hashing optimized (faster parsing of larger maps)
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- Plane finding accuracy code enabled
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- New ASE clipping code
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+ With above should be 10-50% faster
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+ Should generate 33% fewer planes
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+ Generates mostly-axial 5-sided polyhedra instead of pyramids,
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for tighter 2-sided clipping
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- New -light args:
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+ -scale N -- scales all lightsources (area, radiosity, point, sky)
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+ -sky[scale] N -- scales sky lights (q3map_skylight, q3map_sunlight)
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- Changed fur code to scale fur offset based on original vertex alpha
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2.3.35 (2003-01-14)
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- PicoModel now inverts ASE T coordinate
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- BSP to ASE converter now inverts T coordinate
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- Disabling 2.3.34 triangle optimization code until I find out why it crashes
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- Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
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- Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
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2.3.34 (2003-01-08)
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- Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
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- IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
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They are re-read in by -light from the MAP file. This has two consequences:
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+ It is no longer necessary to re-BSP & re-vis a map in order to change
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lighting. You can just change lights in the map file and run -light.
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+ Slightly smaller BSP file, due to fewer entities
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+ Faster loading time, as the game code doesn't have to deal with them
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- Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
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of plane snapping to correct potential AAS/BSP issues
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- Using latest PicoModel, with support for RTCW MDC models
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- Surfaces per raw lightmap are now sorted by shader name, which should give
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slightly better lightmap efficiency and lower in-game shader counts
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- Adjusted model code to use correct m4x4_t code & angles key
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- Minor bugfix in patch color gradient calculation code
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- Silenced erroneous areaportal warning spew
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- q3map_tcGen now works on model surfaces
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- Using default radiosity subdivide of 256 again (should make radiosity faster)
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- Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
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architectures (Mac OS X)
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2.3.33 (2002-12-08)
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|
|
|
- Added new -bouncescale argument for radiosity scaling
|
|
- Added -pointscale and -areascale for consistent naming
|
|
- Radiosity patch subdivision code enhanced
|
|
- Hint portals split the BSP first (higher priority)
|
|
- Antiportal and areaportal faces split the BSP last, to minimize errors
|
|
- Areaportals work internally like hint and antiportals, so they no longer need
|
|
to be full brushes (the other sides can be skip)
|
|
- External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
|
|
- Cleaned up some of -light argument processing
|
|
- Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
|
|
(this fixes problems with Particle Studio particles dropping out of view)
|
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2.3.32 (2002-11-30)
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|
|
|
- GtkRadiant (1.2.11) integration
|
|
- Added epsilon to texture plane choose code to eliminate numerical
|
|
inconsistencies on brush faces slanted at 45 degree angles (bug 637)
|
|
- Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
|
|
- Adjusted some light tracing constants to fix certain brush/patch seam shadows
|
|
- Tinkered with skylight code again
|
|
- Fixed bug where lightgrid would be black if level was compiled with -nogrid
|
|
- Fixed -approx code to work in floating-point space, using _minlight
|
|
- Fixed bug where vertex light code was using invalid pvs data to create
|
|
light list for surface, leading to incorrect vertex lighting
|
|
- Fixed related bug in anti-light-leak code that was causing brush faces to go
|
|
black (bug 694)
|
|
- New: _minlight sets _minvertexlight and (new) _mingridlight automatically
|
|
- New: _mingridlight key to set minimum grid lighting
|
|
|
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|
2.3.31 (2002-11-21)
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|
|
- Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
|
|
so the seam is no longer visible
|
|
- The -patchmeta switch works better now, the patches are still stored in the
|
|
BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
|
|
more efficient rendering
|
|
- Better, more uniform lightmap sample position finding on patch meshes
|
|
- Moved q3map_tcMod and q3map_alphaMod processing to the final phase
|
|
- New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
|
|
for much faster and more uniform sky illumination
|
|
|
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|
|
2.3.30 (Splash Damage internal release)
|
|
|
|
- Fixed bug in PicoModel ASE material parsing code
|
|
- Fixed a few seam/lightmap precision/projection errors
|
|
- Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
|
|
number of shaders was listed in shaderlist.txt
|
|
- Increased a few compiler maximums for larger maps
|
|
- New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
|
|
planar shaders to be nonplanar with the shading angle specified
|
|
- New: -nohint switch on BSP phase, omits hint brushes from compile for testing
|
|
- New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
|
|
axis (which direction the lightmap was projected on)
|
|
- New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
|
|
origin relative to the raw lightmap's bounding box
|
|
- New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
|
|
cluster the luxel falls into
|
|
- New: -convert switch to convert BSP to ASE file (experimental)
|
|
- New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
|
|
single lightmap page for seamless terrain shadows
|
|
|
|
|
|
2.3.29 (2002-11-03)
|
|
|
|
- Merged with latest CVS, fixed minor issues with matrix order
|
|
- Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
|
|
- Expanded debug colors to 12 for debugging surface meshes
|
|
- PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
|
|
so more models supported correctly, also loading vertex normals
|
|
- PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
|
|
are stripped, and \ path separators are changed to /
|
|
- New: Add :q3map to the end of any shader name, and it will be interpreted as
|
|
the named shader minus :q3map. Example:
|
|
textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
|
|
One potential use is the -approx feature to collapse lightmapped surfaces
|
|
into vertexlit surfaces, saving lightmap space/memory
|
|
- New: q3map_clipModel -- does what you think it does, sort of. This code ix
|
|
really experimental, and should *only* be used on large models such as terrain
|
|
(not small decorative models). This code will be evolving. Note: the shader's
|
|
surfaceparms are inherited by the magic clip brush, so if you have nonsolid
|
|
in your model's shader that uses q3map_clipModel, then the brush will also
|
|
be nonsolid
|
|
|
|
|
|
2.3.28 (2002-11-01)
|
|
|
|
- Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
|
|
Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
|
|
together in perfect harmony (terrain surfaceparms now inherited by brushes)
|
|
- Nodraw fog works now, albeit when you're underneath, surfaces above don't get
|
|
fogged properly. Could be good for foggy water where you want the above-water
|
|
portions to only be occluded by the water surface
|
|
- Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
|
|
Number of lightgrid points displayed (byte size is currently out of proportion
|
|
due to internal storage format) when Q3Map is called with the -info switch
|
|
- Fixed wack surface merging bug where code would attempt to merge triangles not
|
|
adjacent to the current set, causing bad lightmap projections on nonplanar
|
|
surfaces
|
|
- Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
|
|
luxels were being checked for occlusion rather than the actual source luxel
|
|
|
|
|
|
2.3.27 (2002-10-31) Happy Halloween!
|
|
|
|
- Fixed minor bug in scriplib bugfix where the last character in a file wasn't
|
|
being read.
|
|
- Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
|
|
if they used a shader with a normalmap (thanks ShadowSpawn)
|
|
- Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
|
|
of 2.3.27
|
|
- Fixed bug where lightmaps were getting knackered on models and certain patches
|
|
- Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
|
|
models (preliminary)
|
|
- Increased MAX_MAP_PLANES to 0x40000 (~256k)
|
|
|
|
Known issues:
|
|
- Lightmap projection and surface merging on large ASE models sometimes flakes
|
|
- Surface to brush surfaceparm propogation doesn't work properly with large
|
|
metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
|
|
|
|
|
|
2.3.26 (2002-10-27)
|
|
|
|
- Now using GtkRadiant's libpng and zlib config (linked as DLLs)
|
|
- Fixed bug in script parser where repeat calls to GetToken() were causing
|
|
memory corruption
|
|
- Fixed SOF2 -rename bug
|
|
- When using -game sof2 or -game jk2, the -flares argument is implied
|
|
- Added -noflares argument to disable the above behavior
|
|
- Added support for flares on entities. Use one of the following keys:
|
|
"_flare" "1" -- use default flare (different for each game)
|
|
"_flareshader" "path/to/flareshader" -- use a specific flare shader
|
|
Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
|
|
to get it to aim the correct direction, otherwise it defaults to pointing
|
|
downward. You cannot have omnidirectional flares
|
|
- Lightgrid size is automatically increased to accomodate large maps. The
|
|
MAX_MAP_LIGHTGRID error will never happen again
|
|
|
|
|
|
2.3.25 (2002-10-22)
|
|
|
|
- Go Giants!
|
|
- Fixed bug where Q3Map would crash on writing the BSP after the light stage.
|
|
Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
|
|
- Fixed bug where surface lights were not affecting the light grid properly.
|
|
Thanks to Shadowspawn and djbob [bug 642]
|
|
- NEW: Added -faster support to lightgrid calculations while fixing previous bug
|
|
- NEW: Changed it so the BSP file is written to a temp file first, then renamed.
|
|
This should prevent BSP file corruption on crashes during writes
|
|
|
|
|
|
2.3.24 (2002-10-20)
|
|
|
|
- Fixed numerous outstanding bugs and issues.
|
|
- Normal interpolation is now improved. It's slightly slower, but more 'correct'
|
|
in cases where you have 10 triangles in one plane and 1 triangle in another
|
|
meeting up and the 10 triangles were over-affecting the average. Only new
|
|
identical normals are averaged now. This change affects phong shading, meta
|
|
surfaces, and PicoModel
|
|
- PicoModel up to version 0.7.6, BSD license, better 3DS model support
|
|
- PicoModel library now fixes broken normals on MD3 and 3DS models
|
|
- Bumpmapping code is improved. The correct tangent vectors per-triangle are
|
|
now calculated so the bumpmaps are consistent with regards to light direction
|
|
- Metasurface merging code optimized. Should be about 100x as fast on complex
|
|
maps or maps using models with high triangle counts
|
|
- Vertexlight code tweaked a bit
|
|
- Triangle/winding orders now more consistent. Tesselated surfaces will have
|
|
a uniform triangle ordering (thanks RR2DO2)
|
|
- NEW: "vertexDeform move" now parsed and surfaces are merged into the
|
|
appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
|
|
- NEW: shader command: q3map_alphaMod. Currently takes a single form:
|
|
q3map_alphaMod dotproduct ( NX NY NZ )
|
|
where NX NY NZ are a unit normal (length of 1.0) specifying direction.
|
|
An example use would be snow in a shader's 2nd pass, using alphaFunc or
|
|
blendFunc:
|
|
q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
|
|
(idea contributed by RR2DO2)
|
|
|
|
|
|
2.3.23 (2002-10-18)
|
|
|
|
- In my haste to release the previous version, I neglected to give credit where
|
|
it was due. Seaw0lf had as much (probably more) to do with the new model
|
|
loading library (PicoModel). Because of his efforts, you can load 3DS models
|
|
and use them in misc_model entities.
|
|
- PicoModel model library up to version 0.7. Improved 3DS support, more stable.
|
|
- Surface models still not reenabled. Soon. :)
|
|
- You can now remap a misc_model's shaders like this:
|
|
Key "_remapNN" "the/model/shader;the/real/shader"
|
|
This works just like TA terrain vertexRemapShader key. You can also supply a
|
|
* glob for the source shader if you want all your model's shaders to use the
|
|
specified shader:
|
|
"_remap" "*;models/mapobjects/tree/bark"
|
|
|
|
|
|
2.3.22 (2002-10-16)
|
|
|
|
- Moving to sensible Linux-style versioning.
|
|
- The misc_model code has been completely rewritten, breaking surface models.
|
|
Surface models will reappear in the next release, once the new model API has
|
|
stablized.
|
|
- New: MD3 and 3D Studio 3DS models now natively supported.
|
|
- The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
|
|
with standard Quake 3 angles order.
|
|
- Models scaled with "modelscale_vec" now have proper normal scaling/rotation
|
|
(thanks SPOG).
|
|
- Models can now be lightmapped.
|
|
- Models can now have > 1000 vertexes per surface.
|
|
- For best results for above, add the following to models' shaders:
|
|
q3map_splotchfix
|
|
q3map_nonplanar
|
|
- 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
|
|
- Models are generally 13373R. :)
|
|
|
|
|
|
2.3.0-a21 (2002-10-02)
|
|
|
|
- Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
|
|
and more predictable now.
|
|
- SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
|
|
compile full, release-worthy SOF2 and JK2 maps.
|
|
- SOF2/JK2 damageshader and damagable brush faces should work correctly now.
|
|
|
|
|
|
2.3.0-a20 (2002-09-26)
|
|
|
|
- SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
|
|
- SOF2/JK2 light "scale" key to scale light brightness
|
|
- SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
|
|
|
|
|
|
2.3.0-a19 (2002-09-24)
|
|
|
|
- Shaders can now be subclassed (Q3Map relavant portions only, such as
|
|
surfaceparms, lighting, texture projection, etc). To subclass an existing
|
|
shader, add "q3map_baseshader X" where X is the name of the base shader.
|
|
- Preliminary auto-model distribution over surfaces. You can now have things
|
|
like grass and tree models automatically distributed across your terrain
|
|
or other surfaces. To wit:
|
|
|
|
q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
|
|
|
|
q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
|
|
<min scale> <max scale> <min angle> <max angle> <oriented>
|
|
|
|
The last flag is 1 or 0, and sets whether the model gets fitted to the
|
|
orientation of the surface. Not functional yet. See screenshots page for
|
|
shots of this in action.
|
|
|
|
|
|
2.3.0-a18 (2002-09-21)
|
|
|
|
- misc_models can now be attached to any brush model entity. Just target the
|
|
brush entity with the misc_model (select model, then entity, hit Ctrl+K)
|
|
- q3map_tcMod translate (or shift or offset) <s offset> <t offset>
|
|
- q3map_tcMod rotate <degrees> (rotates around origin, not center)
|
|
- q3map_tcMod scale <s scale> <t scale>
|
|
- Metasurface merging now much, much better. Merges into roughly rectangular or
|
|
square areas wherever possible
|
|
- q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
|
|
the terrain layer shaders if you want previous behavior
|
|
- Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
|
|
independently of each other (use a value of 0 for no splits on that axis)
|
|
- Misc bugfixes
|
|
|
|
|
|
2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
|
|
|
|
- Elite Force support (via -game ef)
|
|
- SOF2 and JK2 support (via -game sof2 or -game jk2)
|
|
- All new image handling with PNG support
|
|
- q3map_lightimage specifies image for radiosity and lighting
|
|
- External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
|
|
1024 x 1024 supported.
|
|
- q3map_lightmapGamma <value> sets the brightness scale of a lightmap
|
|
- q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
|
|
- Tons more features and bugfixes. See the forum threads for details/screenshots
|
|
- Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
|
|
allowing the mapper to more cleanly set up visibility data
|
|
- Lightmaps will always have square texels now (no more stretching)
|
|
- Vertex light improvements
|
|
- Light grid improvements
|
|
- q3map_lightrgb support for RTCW
|
|
|
|
|
|
|
|
|
|
|
|
|