User:SirYodaJedi/Source map compiler wishlist
Jump to navigation
Jump to search
Features I'd like to see in custom compilers for ,
, and
BSP / CSG
- Everything from
Mapbase's VBSP
- Generate a file alongside the BSP (or in the zip lump) containing KVs for func_group, func_detail, and prop_static, for use with VRAD.
- The brushes would be stored as a comma-delimited list of brush numbers, indicating which brushes are in the group.
- KVs which are used by the static prop lump are stripped, along with targetname, mindxlevel, and maxdxlevel
- 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).
- Ability to set DeathByNukes's (also in
) %compileChopHigh, %compileChopLow, and %compileChopAll settings directly in func_group and func_detail's KVs, so that the same material can have different chop settings in different situations (improving runtime performance)
- Ability to toggle
Quake II-style detail brush behavior for func_detail (in a KV), wherein it still chops underlying world brushes, even though it doesn't affect VIS. This fixes some lighting bugs caused by the world brush lightmap bleeding underneath the func_detail. You can manually do this with nodraw brushes on stock compilers, but that eats up more brushsides.
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.
- Or just use the extra data I suggested writing in VBSP.
- 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.
- Colored texture shadows.
- Texture shadows from Refract materials.
- _minlight on prop_static, func_group, and func_detail
- _maxlight where _minlight is available
- _mincolor