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SourceToSoF2 v1.1.0

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@KENNITHHH KENNITHHH released this 21 Oct 18:23
· 1 commit to main since this release

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

  • 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.

v1.0.0

First release.