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 ( | * Ability to select texture format for [[PPL]] files: | ||
** Recommended formats to allow: | |||
*** {{src13mp}} RGB888 (default), RGBA16161616F, DXT1, I8, BGR565, BGRA8888 (RGBM-compressed HDR), DXT5 (RGBM-compressed HDR) | |||
*** {{strata}} BC7 (default), BC6H, RGBA8888 (SDR), 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) | * 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 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) | ||
* {{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. |
Revision as of 15:16, 13 March 2024
Features I'd like to see in custom compilers for ,
, and
BSP/CSG
- Everything from
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:
- 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.