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{{LanguageBar | {{LanguageBar|title=ericw-tools}} | ||
{{quake topicon}}{{quake2 topicon}}{{gldsrc topicon}} | |||
'''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 02:06, 31 August 2024
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
lightwill be treated as light sources.- Use
_sunto make a light a sunlight. To achieve proper outdoor lighting on MDLs, create a dummy light_environment with the_nostaticlightKV. - Use
mangleto make a light a spotlight. - Use
_surfaceto make a light a texlight
- Use
- By default, ericw-tools does not shade smoothly between any faces. Enable
_phongin worldspawn and set_phong_angleto 44 for smoothing that is similar to QRAD/HLRAD. - Ericw-tools does not calculate bounced lighting by default. Set
_bounceto 8 in worldspawn (or use-bounce 8in 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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