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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. | ||
Revision as of 16:31, 13 July 2024


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

- 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.
- 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.
Trivia
- The maps in the Kex Engine remasters of
Quake and
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
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