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Ericw-tools: Difference between revisions

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'''ericw-tools''', also colloquially referred to as '''EricW's tools''', is a set of compilers for Quake-style [[BSP]] maps. Originally developed for {{quake|4.1}} and {{hexen2|4.1}} maps, the latest alpha versions also have full {{quake2|4.1}} and experimental {{gldsrc|4.1}} support.
'''ericw-tools''', also colloquially referred to as '''EricW's tools''', is a set of compilers for Quake-style [[BSP]] maps. Originally developed for {{quake|4.1}} and {{hexen2|4.1}} maps, the latest alpha versions also have full {{quake2|4.1}} and experimental {{gldsrc|4.1}} support.
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* Ericw-tools uses Quake II-style lighting keys and entities, rather than Half-Life-style. '''All''' entities with the prefix {{code|light}} will be treated as light sources.
* Ericw-tools uses Quake II-style lighting keys and entities, rather than Half-Life-style. '''All''' entities with the prefix {{code|light}} will be treated as light sources.
** Use {{code|_sun}} to make a light a sunlight. To achieve proper outdoor lighting on [[MDL (GoldSrc)|MDLs]], create a dummy {{ent|light_environment|eng=goldsrc}} with the {{code|_nostaticlight}} KV.
** Use {{code|_sun}} to make a light a sunlight. To achieve proper outdoor lighting on [[MDL (GoldSrc)|MDLs]], create a dummy {{ent|light_environment|eng=goldsrc}} with the {{code|_nostaticlight}} KV.
** Use {{code|mangle}} to make a light a spotlight.
** Use {{code|mangle}} to make a light a spotlight. This is Yaw Pitch Roll (Z Y X) instead of Pitch Yaw Roll (Y Z X).
** Use {{code|_surface}} to make a light a [[texlight]]
** Use {{code|_surface}} to make a light a [[texlight]]
* By default, ericw-tools does not shade smoothly between any faces. Enable {{code|_phong}} in [[worldspawn (GoldSrc)|worldspawn]] and set {{code|_phong_angle}} to 44 for smoothing that is similar to QRAD/HLRAD.  
* By default, ericw-tools does not shade smoothly between any faces. Enable {{code|_phong}} in [[worldspawn (GoldSrc)|worldspawn]] and set {{code|_phong_angle}} to 44 for smoothing that is similar to QRAD/HLRAD.  
* Ericw-tools does not calculate bounced lighting by default. Set {{code|_bounce}} to 8 in worldspawn (or use {{code|-bounce 8}} in [[LIGHT (ericw-tools)|LIGHT]]'s parameters) to match QRAD/HLRAD's defaults.  
* Ericw-tools does not calculate bounced lighting by default. Set {{code|_bounce}} to 8 in worldspawn (or use {{code|-bounce 8}} in [[LIGHT (ericw-tools)|LIGHT]]'s parameters) to match QRAD/HLRAD's defaults.  
** Each light bounce is [[expensive]] in ericw-tools, unlike QRAD/HLRAD/VRAD where extra bounces are almost [[free]]. Set bounce to 1 when doing fast compiles.
** Each light bounce is [[expensive]] in ericw-tools, unlike QRAD/HLRAD/VRAD where extra bounces are almost [[free]]. Set bounce to 1 when doing fast compiles.
See [https://github.com/ericwa/ericw-tools/issues/437 GitHub issue 437] for a list of what is still missing compared to vanilla HL1 compilers.
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Latest revision as of 10:51, 15 September 2024

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ericw-tools, also colloquially referred to as EricW's tools, is a set of compilers for Quake-style BSP maps. Originally developed for Quake Quake and Hexen II Hexen II maps, the latest alpha versions also have full Quake II Quake II and experimental GoldSrc GoldSrc support.

Icon-Important.pngImportant:
  • Ericw-tools uses Quake II-style lighting keys and entities, rather than Half-Life-style. All entities with the prefix light will be treated as light sources.
    • Use _sun to make a light a sunlight. To achieve proper outdoor lighting on MDLs, create a dummy light_environment with the _nostaticlight KV.
    • Use mangle to make a light a spotlight. This is Yaw Pitch Roll (Z Y X) instead of Pitch Yaw Roll (Y Z X).
    • Use _surface to make a light a texlight
  • By default, ericw-tools does not shade smoothly between any faces. Enable _phong in worldspawn and set _phong_angle to 44 for smoothing that is similar to QRAD/HLRAD.
  • Ericw-tools does not calculate bounced lighting by default. Set _bounce to 8 in worldspawn (or use -bounce 8 in LIGHT's parameters) to match QRAD/HLRAD's defaults.
    • Each light bounce is expensive in ericw-tools, unlike QRAD/HLRAD/VRAD where extra bounces are almost free. Set bounce to 1 when doing fast compiles.

See GitHub issue 437 for a list of what is still missing compared to vanilla HL1 compilers.

Trivia

  • The maps in the Kex Engine remasters of Quake Quake and Quake II Quake II were compiled using ericw-tools, and the finalization of Q2BSP support for ericw-tools was developed in-tandem with the development of the Quake II remaster.

External links