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Sergey-KoRJiK/SourceEngineBSPditor

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Copyright (c) 2019 Sergey-KoRJiK, Belarus

This program created for Edit Lightmaps and Ambient Lighting of Source Engine 2013 BSP.

Support import and export Lightmap textures on Face\Displacement to *.hdr (for HDRShop, HDRSee, Photoshop with work them like HDR Images) for each Styles on Face.

For download compiled standalone tool, click here

The main goal - Color\Pixel Correction of calculated light after VRAD (bad color, bad black pixel, ... for fun color change). For make it:

  • Load BSP Map;
  • Use 3d camera fo find interested Lightmaps;
  • Select Face;
  • Choose Style and save to HDR.
  • open HDR on any Image tool, that support HDR.
  • save with same size of textures
  • import HDR
  • go File->Save BSP.

Camera help: view by left mouse botton move Forward\Backward by keys W\S step Left\Right by keys A\D. If camera get out from current Leaf (showed in bottom toolbar) render is disabled. BSP render only by aviable leaf Visibility Table, while camera in any leaf, contain faces. Don't support camera collision with Faces.

  • Leaf ambient render only current camera Leaf.

Select Face: click by right mouse button on 2d window on interest visible lightmap. And on right Face toolbar showed Face info and tools for choose Lightmap Style and export\import Ligthmaps. Import Lightmap must be have equal size of Face lightmap W\H.

Select Ambient cubes" click by right mouse botton on 2d window on interest ambient cube. And on right Ambient toolbar showed cube info (color and position) and tools for choose color and position. Color can be selected by click on color square (opened color dialog menu) or by enter color component in edit field and press button "apply". Selected cubes showes with green wireframe cell.

LIGHTMAP AMBIENT COLOR PRE-SCALE BY 256.0 FOR RENDER IN SCENCE.

In Option up toolbar u can select which Faces need render (World Brush\ Entity Brush \ Displacement) and select render type (WallHack (XRay) or Default), select show/hode toolbars.

In right Face toolBar is present ToneMap Control for select showing lightmaps hdr color subrange, in default at load bsp all hdr colors clamped to one.

In right Ambient toolBar is present pre-calculated ambient light for six directions in current camera position and both ambient color for camera direction (if intertp camera dir as normal with face as window srceen). Calculated color may be difference with in-game ambient color, becouse it based on vrad restore function in color gamma spece for rejection ambient cubes in part of compress ambient lighting.

Valid VisLeaf showed as Blue BBOX. Invalid Leaf showed as Red BBOX. Green BBOX - vmf src map BBOX.

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Source Engine BSP Editor

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