User:SirYodaJedi/Source map compiler wishlist: Difference between revisions

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* 64-bit executable
* 64-bit executable
* bounced prop_static lighting (bouncing both ways between props and lightmaps); this would be really beneficial on lightmapped props
* bounced prop_static lighting (bouncing both ways between props and lightmaps); this would be really beneficial on lightmapped props
* Ability to select texture format for [[PPL]] files (RGB888, RGBA16161616F, DXT1, I8, BGR565). This could possibly be noted by using lightmap resolutions higher than 4096 (reading the three most significant bits as a bitfield).
* Ability to select texture format for [[PPL]] files (RGB888, RGBA16161616F, DXT1, I8, BGR565). This could possibly be noted by using lightmap resolutions higher than 4096 (reading the three most significant bits as a separate value, with 0 being the default RBG888).
* bounced named lights
* bounced named lights
* toggleable shadows for brush entities, handled in a similar manner VHLT's [[light_shadow]] (so they'd be controlled by a regular [[light]] entity in-game)
* toggleable shadows for brush entities, handled in a similar manner VHLT's [[light_shadow]] (so they'd be controlled by a regular [[light]] entity in-game)
* toggleable texlights, handled in a similar manner VHLT's [[light_surface]] (so they'd be controlled by a regular [[light]] entity in-game)
* toggleable texlights, handled in a similar manner VHLT's [[light_surface]] (so they'd be controlled by a regular [[light]] entity in-game)

Revision as of 12:37, 4 March 2024

Features I'd like to see in custom compilers for Source 2013 Singleplayer, Source 2013 Multiplayer, and Strata Source

BSP/CSG

  • func_group
  • Ability to set func_group and func_detail as nonsolid (ex: for foliage).
  • Ability to override the contents of func_group and func_detail (ex: for grates).

VIS

It's fine, really.

RAD

  • 64-bit executable
  • bounced prop_static lighting (bouncing both ways between props and lightmaps); this would be really beneficial on lightmapped props
  • Ability to select texture format for PPL files (RGB888, RGBA16161616F, DXT1, I8, BGR565). This could possibly be noted by using lightmap resolutions higher than 4096 (reading the three most significant bits as a separate value, with 0 being the default RBG888).
  • bounced named lights
  • toggleable shadows for brush entities, handled in a similar manner VHLT's light_shadow (so they'd be controlled by a regular light entity in-game)
  • toggleable texlights, handled in a similar manner VHLT's light_surface (so they'd be controlled by a regular light entity in-game)