Ericw-tools: Difference between revisions
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* Ericw-tools uses Quake II-style lighting keys and entities, rather than Half-Life-style. '''All''' entities with the prefix {{code|light}} will be treated as light sources. | * Ericw-tools uses Quake II-style lighting keys and entities, rather than Half-Life-style. '''All''' entities with the prefix {{code|light}} will be treated as light sources. | ||
** Use {{code|_sun}} to make a light a sunlight. To achieve proper outdoor lighting on [[MDL (GoldSrc)|MDLs]], create a dummy {{ent|light_environment|eng=goldsrc}} with the {{code|_nostaticlight}} KV. | ** Use {{code|_sun}} to make a light a sunlight. To achieve proper outdoor lighting on [[MDL (GoldSrc)|MDLs]], create a dummy {{ent|light_environment|eng=goldsrc}} with the {{code|_nostaticlight}} KV. | ||
** Use {{code|mangle}} to make a light a spotlight. | ** Use {{code|mangle}} to make a light a spotlight. This is Yaw Pitch Roll (Z Y X) instead of Pitch Yaw Roll (Y Z X). | ||
** Use {{code|_surface}} to make a light a [[texlight]] | ** Use {{code|_surface}} to make a light a [[texlight]] | ||
* By default, ericw-tools does not shade smoothly between any faces. Enable {{code|_phong}} in [[worldspawn (GoldSrc)|worldspawn]] and set {{code|_phong_angle}} to 44 for smoothing that is similar to QRAD/HLRAD. | * By default, ericw-tools does not shade smoothly between any faces. Enable {{code|_phong}} in [[worldspawn (GoldSrc)|worldspawn]] and set {{code|_phong_angle}} to 44 for smoothing that is similar to QRAD/HLRAD. | ||
* Ericw-tools does not calculate bounced lighting by default. Set {{code|_bounce}} to 8 in worldspawn (or use {{code|-bounce 8}} in [[LIGHT (ericw-tools)|LIGHT]]'s parameters) to match QRAD/HLRAD's defaults. | * Ericw-tools does not calculate bounced lighting by default. Set {{code|_bounce}} to 8 in worldspawn (or use {{code|-bounce 8}} in [[LIGHT (ericw-tools)|LIGHT]]'s parameters) to match QRAD/HLRAD's defaults. | ||
** Each light bounce is [[expensive]] in ericw-tools, unlike QRAD/HLRAD/VRAD where extra bounces are almost [[free]]. Set bounce to 1 when doing fast compiles. | ** Each light bounce is [[expensive]] in ericw-tools, unlike QRAD/HLRAD/VRAD where extra bounces are almost [[free]]. Set bounce to 1 when doing fast compiles. | ||
See [https://github.com/ericwa/ericw-tools/issues/437 GitHub issue 437] for a list of what is still missing compared to vanilla HL1 compilers. | |||
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Latest revision as of 10:51, 15 September 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 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. This is Yaw Pitch Roll (Z Y X) instead of Pitch Yaw Roll (Y Z X).
- 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.
See GitHub issue 437 for a list of what is still missing compared to vanilla HL1 compilers.
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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