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Lighting now matches the lighting Valve baked into the CS:S map. Measured
against Valve's own lightmaps, de_dust2 comes out at 1.00 in sunlight, shade
and lamp-lit areas (the B tunnels were at 0.57 in v1.0.0).
Lighting
Texture lights. Rooms Source lights with glowing textures (fluorescent
tubes, light panels, emergency lamps: lights.rad) instead of light entities
are now lit. Those lights exist only in the map's compiled .bsp; the tool
reads them from it, and the textures glow as they do in CS:S. On de_cbble
the tube room went from black to 1.05 of CS:S.
No more cut-off light. q3map2 throws away light below a fixed threshold,
which cut every dim lamp off well before its light reached the floor. The
converted map is now set up so this no longer happens, with no change to
light that was already correct. The compile .bat passes the matching -brightness / -vertexscale / -gridscale values, worked out per map.
Removed the flat ambient fill that stood in for the bounce light q3map2
used to lose; with the bounce light arriving, it only made dark corners too
bright.
Lamps inside props (lanterns, light fixtures) light the room around them
instead of being blocked by their own model, and their glass glows.
Window frames and wall details on props were too bright and are back to
normal.
The quick test .bat now lights exactly like the full one (only
visibility is faster), so test builds show the final lighting.
Fixes
Windows, door frames and other props near the 3D skybox no longer
disappear: the skybox area is found by the skybox's own brushes instead of a
sphere around the sky camera.
The gap in the terrain on de_cbble (and the void seen through it) is closed:
terrain edges are no longer snapped to a neighbour that would move them
sideways.
Notes
Use NetRadiant's q3map2 (as before). It is needed for the new compile
options; the .bat warns if the one you picked does not have them.
Keep the map's own .bsp next to the .vmf (or under the content folder)
so texture lights can be read. The GUI shows whether it was found.
Compiles take longer than before (de_dust2: 484 s -> 666 s on 16 threads);
big prop-heavy maps take longest in the bounce pass.
Reconvert maps made with v1.0.0: the lights in the .map and the compile
options in the .bat change together.
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Changelog
v1.1.0
Lighting now matches the lighting Valve baked into the CS:S map. Measured
against Valve's own lightmaps, de_dust2 comes out at 1.00 in sunlight, shade
and lamp-lit areas (the B tunnels were at 0.57 in v1.0.0).
Lighting
tubes, light panels, emergency lamps: lights.rad) instead of light entities
are now lit. Those lights exist only in the map's compiled
.bsp; the toolreads them from it, and the textures glow as they do in CS:S. On de_cbble
the tube room went from black to 1.05 of CS:S.
which cut every dim lamp off well before its light reached the floor. The
converted map is now set up so this no longer happens, with no change to
light that was already correct. The compile
.batpasses the matching-brightness/-vertexscale/-gridscalevalues, worked out per map.used to lose; with the bounce light arriving, it only made dark corners too
bright.
instead of being blocked by their own model, and their glass glows.
normal.
.batnow lights exactly like the full one (onlyvisibility is faster), so test builds show the final lighting.
Fixes
disappear: the skybox area is found by the skybox's own brushes instead of a
sphere around the sky camera.
terrain edges are no longer snapped to a neighbour that would move them
sideways.
Notes
options; the
.batwarns if the one you picked does not have them..bspnext to the.vmf(or under the content folder)so texture lights can be read. The GUI shows whether it was found.
big prop-heavy maps take longest in the bounce pass.
.mapand the compileoptions in the
.batchange together.v1.0.0
First release.
This discussion was created from the release SourceToSoF2 v1.1.0.
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