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

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** Recommended formats to allow:
** Recommended formats to allow:
*** {{src13mp}} RGB888 (default), RGBA16161616F, DXT1, I8, BGR565, BGRA8888 (RGBM-compressed HDR), DXT5 (RGBM-compressed HDR)
*** {{src13mp}} RGB888 (default), RGBA16161616F, DXT1, I8, BGR565, BGRA8888 (RGBM-compressed HDR), DXT5 (RGBM-compressed HDR)
*** {{strata}} BC7 (default), BC6H, RGBX8888, RGBA8888 (RGBM-compressed HDR), RGBA16161616F, DXT1, ATI1N, I8
*** {{strata}} BC6H (default), BC7, RGBX8888, RGBA8888 (RGBM-compressed HDR), RGBA16161616F, DXT1, ATI1N, I8
** 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).
** 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).
** Alternatively, unused static prop flags could be used, but VBSP would need to be modified to properly write them.
** Alternatively, unused static prop flags could be used, but VBSP would need to be modified to properly write them.
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* 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)
* {{code|%lightmapmask}} for [[VertexlitGeneric]], which dictates locations of the PPL lightmap to mask out and replace with a dialation fill like [[xwad]] does for index 255 of transparent textures.
* {{code|%lightmapmask}} for [[VertexlitGeneric]], which dictates locations of the PPL lightmap to mask out and replace with a dialation fill like [[xwad]] does for index 255 of transparent textures.
* An equivalent to [[ericw-tools]]'s {{code|-dirtdebug}} command, which disables standard lighting and only puts generic ambient occlusion on edges to prevent the unsealed fullbright map from looking bad.

Revision as of 18:45, 19 March 2024

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

BSP/CSG

  • Everything from Mapbase Mapbase's VBSP
  • 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

  • Rename 🖿vvis_dll.dll to allow installation alongside vanilla compilers.

RAD

  • Rename 🖿vrad_dll.dll to allow installation alongside vanilla compilers.
  • 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:
    • Recommended formats to allow:
      • Source 2013 Multiplayer RGB888 (default), RGBA16161616F, DXT1, I8, BGR565, BGRA8888 (RGBM-compressed HDR), DXT5 (RGBM-compressed HDR)
      • Strata Source BC6H (default), BC7, RGBX8888, RGBA8888 (RGBM-compressed HDR), RGBA16161616F, DXT1, ATI1N, I8
    • 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).
    • Alternatively, unused static prop flags could be used, but VBSP would need to be modified to properly write them.
  • bounced named lights (could also have radius-based control over how far they are allowed to bounce)
  • 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)
  • %lightmapmask for VertexlitGeneric, which dictates locations of the PPL lightmap to mask out and replace with a dialation fill like xwad does for index 255 of transparent textures.
  • An equivalent to ericw-tools's -dirtdebug command, which disables standard lighting and only puts generic ambient occlusion on edges to prevent the unsealed fullbright map from looking bad.