User:SirYodaJedi/Source map compiler wishlist: Difference between revisions
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* Everything from {{mapbase|2}}'s [[VBSP]] | * Everything from {{mapbase|2}}'s [[VBSP]] | ||
* func_group | * func_group | ||
* Ability to set func_group and func_detail as nonsolid (ex: for foliage). | * Ability to set func_group and func_detail as nonsolid (ex: for foliage), disabling generation of brushsides for the given brushes. | ||
* Ability to override the [[contents flags|contents]] of func_group and func_detail (ex: for grates). | * Ability to override the [[contents flags|contents]] of func_group and func_detail (ex: for grates). | ||
Revision as of 19:12, 19 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), disabling generation of brushsides for the given brushes.
- 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.
- 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.