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The COMPLETE Tyrutils Radiant Ent

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  • The COMPLETE Tyrutils Radiant Ent

    This is the absolutely complete in every conceivable way radiant entities.ent file for the tyrutils map compilers ver 0.15. ALL keys have been added to ALL relevant entities even down to the suggested func_detail. I want to say that it is because it was documented so well that I decided to do this and from here on out ALL my radiant stuff will be geared specifically for this tool chain. I could polish this up a bit more but the difference would be negligible. Mostly I just forgot to capitalize some labels for the key fields (which does nothing).


    complete tyrutils entities.ent

    Just overwrite your existing q1 ent. If you are using the virtuoso pack that I posted earlier you can find the ent in C:\QRad\netradiant\virtuoso_q1.game\virtuoso\

    note: remember that I accidentally left the netradiant folder hidden.

    It took me almost 2 hours to make this. The radiant entities.ent is no joke and now it is even more ridiculously huge. If you have any problems let me know. I was super careful to make sure that fields were using the proper node, and after I got a list done it was just a lot of pasting it in the right spots but, I'm not perfect.

    If you reading this happens to be ericw, feel free to include this work on your site or whatever you think is the best way to expose it to your radiant users. If you would like me to maintain this ent based on the upgrades to your tool, that is not a problem. If you have other game ents that you would like me to do this to, that is not a problem either. The hard part is done, this is just a copy paste job from here on.

    To anybody that cares, archive this shit. You know this link is going to expire and I'm not gonna do anything about it til I have to make an update. You also know that I'm probably not going to re-upload it. I've been here 4 years and this has been the case the entire time. It is what it is.
    Last edited by MadGypsy; 05-10-2015, 04:16 PM.
    http://www.nextgenquake.com

  • #2
    archived

    Comment


    • #3
      I have just made some updates to this

      Labels look consistent, softangle is now an angle, func_entities have docs

      I'm PDS that is that. There should be nothing more to do til ericw adds some more stuff.

      click for small upgrades

      -------
      more:

      I saved these lists I made separately so they could easily be pasted in other ents. Here are the lists if you would like to "tyrutils" some other ent yourself

      any entity beginning with the word light
      Code:
      	Keys:
      	<real key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</real>
      	<real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
      	<real key="delay" name="Delay">
      	Select an attenuation formaula for the light:
      	0 => Linear attenuation (default)
      	1 => 1/x attenuation
      	2 => 1/(x^2) attenuation
      	3 => No attenuation (same brightness at any distance)
      	4 => "local minlight" - No attenuation and like minlight, it won’t raise the lighting above it’s light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
      	5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
      	</real>
      	<real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
      	<target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it’s "targetname" key set to "name".</target>
      	<real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
      	<angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
      	<angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
      	<targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it’s name.</targetname>
      	<real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
      	<real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
      	<real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
      	<real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
      	<real key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</real>
      	<real key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</real>
      	<real key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</real>
      	<string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
      	<real key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</real>
      
      	<integer key="style" name="Style">
      	0 = normal
      	1 = flicker (first variety)
      	2 = slow strong pulse
      	3 = candle (first variety)
      	4 = fast strobe
      	5 = gentle pulse
      	6 = flicker (second variety)
      	7 = candle (second variety)
      	8 = candle (third variety)
      	9 = slow strobe
      	10 = flourescent flicker
      	11 = slow pulse, not fading to black
      	
      	styles 32-62 are assigned by the light program for switchable lights. 0 is default
      	</integer>
      any entity made of a brush
      Code:
      	Tyrutils Options
      	<real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
      	<real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
      	<real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn’t magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
      	<real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
      	<real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
      worldspawn
      Code:
      	<real key="light" name="Light">Set a global minimum light level of "n" across the whole map. This is an easy way to eliminate completely dark areas of the level, however you may lose some contrast as a result, so use with care. Default 0.</real>
      	<real key="_dist" name="Distance">Scales the fade distance of all lights by a factor of n. If n greater than 1 lights fade more quickly with distance and if n less than 1, lights fade more slowly with distance and light reaches further.</real>
      	<real key="_range" name="Range">Scales the brightness range of all lights without affecting their fade discance. Values of n greater than 0.5 makes lights brighter and n less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the "light" and "wait" attributes.</real>
      	<real key="_sunlight" name="Sunlight">Set the brightness of the sunlight coming from an unseen sun in the sky. Sky brushes (or more accurately bsp leafs with sky contents) will emit sunlight at an angle specified by the "_sun_mangle" key. Default 0.</real>
      	<real3 key="_sunlight_mangle" name="Sunlight Mangle">Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0").</real3>
      	<real3 key="_sun_mangle" name="Sun Mangle">Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0").</real3>
      	<real key="_sunlight_prenumbra" name="Sunlight Prenumbra">Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight. Default is 0.</real>
      	<real3 key="_sunlight_color" name="Sunlight Color">Specify red(r), green(g) and blue(b) components for the colour of the sunlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
      	<real key="_sunlight2" name="Sunlight 2">Set the brightness of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas. Default 0.</real>
      	<real3 key="_sunlight_color2" name="Sunlight Color2">Specifies the colour of _sunlight2, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
      	<real3 key="_sunlight2_color" name="Sunlight2 Color">Specifies the colour of _sunlight2, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
      	<real key="_dirt" name="Dirt">1 enables dirtmapping (ambient occlusion) on all lights, borrowed from q3map2. This adds shadows to corners and crevices. You can override the global setting for specific lights with the "_dirt" light entitiy key or "_sunlight_dirt", "_sunlight2_dirt", and "_minlight_dirt" worldspawn keys. Default is no dirtmapping (-1).</real>
      	<real key="_sunlight_dirt" name="Sunlight Dirt">1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable (making it illuminate the dirtmapping shadows). Default is to use the value of "_dirt".</real>
      	<real key="_sunlight2_dirt" name="Sunlight2 Dirt">1 enables dirtmapping (ambient occlusion) on sunlight2, -1 to disable. Default is to use the value of "_dirt"</real>
      	<real key="_minlight_dirt" name="Minlight Dirt">1 enables dirtmapping (ambient occlusion) on minlight, -1 to disable. Default is to use the value of "_dirt".</real>
      	<real key="_dirtmode" name="Dirt Mode">Choose between ordered (0, default) and randomized (1) dirtmapping.</real>
      	<real key="_dirtdepth" name="Dirt Depth">Maximum depth of occlusion checking for dirtmapping, default 128.</real>
      	<real key="_dirtscale" name="Dirt Scale">Scale factor used in dirt calculations, default 1. Lower values (e.g. 0.5) make the dirt fainter, 2.0 would create much darker shadows.</real>
      	<real key="_dirtgain" name="Dirt Gain">Exponent used in dirt calculation, default 1. Lower values (e.g. 0.5) make the shadows darker and stretch further away from corners.</real>
      note these lists need to be ADDED to existing entities and in the case of light entities there is a small amount of overlap. My method for light was to leave the flags and paste my light list code over everything else. This is because light sources already has some of the keys that the tyrutils docs explain but not all light sources use the same flags. If there is any doubt this was a lot of work, this post is on the cusp of the 12000 character lim
      Last edited by MadGypsy; 05-10-2015, 02:53 PM.
      http://www.nextgenquake.com

      Comment


      • #4
        Complete worldcraft FGD with TyrUtils keys

        I only made "3" changes

        worldspawn
        Code:
        @SolidClass = worldspawn : "World entity"
        [
        	message(string) : "Text on entering the world"
        	worldtype(choices) : "Ambience" : 0 =
        	[
        		0 : "Medieval"
        		1 : "Runic (metal)"
        		2 : "Present (base)"
        	]
        	sounds(integer) : "CD track to play" : 1
        	light(integer) : "Ambient light"
        	_dist(integer) : "Distance" 
        	_range(integer) : "Range"
        	_sunlight(integer) : "Sunlight" 
        	_sun_mangle(string) : "Sun mangle (Yaw pitch roll)" 
        	_sunlight_mangle(string) : "Sun mangle (Yaw pitch roll)"
        	_sunlight_prenumbra(integer) : "width, in degrees, of sunlight"
        	_sunlight_color(string) : "Sunlight Color (R G B)"
        	_sunlight2(integer): "Brightness of many suns"
        	_sunlight_color2(string): "Sunlight Color2 (R G B)"
        	_sunlight2_color (string): "Sunlight2 Color (R G B)"
        	_dirt(integer): "Dirt"
        	_sunlight_dirt(integer): "Sunlight Dirt"
        	_sunlight2_dirt(integer): "Sunlight2 Dirt"
        	_minlight_dirt(integer): "Minlight Dirt"
        	_dirtmode(integer): "Dirtmode"
        	_dirtdepth(integer): "Dirt Depth"
        	_dirtscale(integer): "Dirt Scale"
        	_dirtgain(integer): "Dirt Gain"
        ]
        Light base class
        Code:
        @baseclass color(255 255 40) = Light [
        	light(integer) : "Brightness" : 300
        	wait(integer) : "Fade distance multiplier" : 1
        	delay(choices) : "Attenuation" =
        	[
        		0 : "Linear attenuation"
        		1 : "1/x attenuation"
        		2 : "1/(x^2) attenuation"
        		3 : "No attenuation"
        		4 : "local minlight"
        		5 : "1/(x^2) attenuation"
        	]
        	_color(string) : "Color (R G B)" 
        	mangle(string) : "Mangle (Yaw pitch roll)" 
        	angle(integer) : "Angle"
        	_softangle(integer) : "Soft Angle"
        	_anglescale(integer) : "Angle Scale"
        	_anglesense(integer) : "Angle Sense"
        	_dirtscale(integer) : "Dirt Scale"
        	_dirtgain(integer) : "Dirt Gain"
        	_dirt(integer) : "Dirt"
        	_deviance(integer) : "Deviance"
        	_samples(integer) : "Samples"
        	_surface(string) : "Surface"
        	_surface_offset(integer) : "Surface Offset"
        	style(Choices) : "Appearance" : 0 =
        	[
        		0 : "Normal"
        		10: "Fluorescent flicker"
        		2 : "Slow, strong pulse"
        		11: "Slow pulse, noblack"
        		5 : "Gentle pulse"
        		1 : "Flicker A"
        		6 : "Flicker B"
        		3 : "Candle A"
        		7 : "Candle B"
        		8 : "Candle C"
        		4 : "Fast strobe"
        		9 : "Slow strobe"
        	]
        ]
        added a TyrBrush baseclass
        Code:
        @baseclass = TyrBrush [
        	_minlight(integer) : "Minlight"
        	_mincolor(integer) : "Mincolor"
        	_shadow(integer) : "Shadow"
        	_shadowself(integer) :"Shadow Self"
        	_dirt(integer) : "Dirt"
        ]
        The reason 3 is in quotes is because I then went to every func and made this adjustment (ex in orange)
        Code:
        @SolidClass base(Appearflags, Targetname, Target[color="#ff8800"], TyrBrush[/color]) = func_door : "Basic door" 
        [
        	speed(integer) : "Speed" : 100
        	sounds(choices) : "Sound" : 0 = 
        	[
                        0: "No sounds"
        		1: "Stone"
        		2: "Machine"
        		3: "Stone Chain"
        		4: "Screechy Metal"
        		5: "Custom sounds"
        	]
        	noise2(string) : "Move sound"
         	noise1(string) : "Stop sound"
        	wait(string) : "Delay before close" : "4" 
        	lip(integer) : "Lip" : 8
        	dmg(integer) : "Damage inflicted when blocked" : 0
        	message(string) : "Message if triggered"
        	health(integer) : "Health (shoot open)" : 0
        	spawnflags(flags) =
        	[
        		1 : "Starts Open" : 0
        		4 : "Don't link" : 0
        		8 : "Gold Key required" : 0
               		16: "Silver Key required" : 0
                	32: "Toggle" : 0
        	]
        ]
        That's it. The beauty of fgd is, if I fucked up you only have to change my fuck up in one spot and it will cascade through all the entities that inherit that base class, unlike .ent where you would do better using a (find/replace all) to fix any errors.
        Last edited by MadGypsy; 05-10-2015, 03:09 PM.
        http://www.nextgenquake.com

        Comment


        • #5
          You put a ton of work into this, and it is quite a fine highly detailed job.

          Regardless of what someone who was probably a little bored may have said a place oriented around critiquing and a format with no takebacks.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #6
            Hey, thanks, bro!

            If I parsed your second sentence properly, fuck that guy. However, I am really on the fence if I meant what I said. I definitely meant it when I said it and the first half I definitely mean period. The second half is not so simple for me though. I probably just need a break.

            If none of what I said makes any sense, we aren't talking about the same thing but, I am PDS we are.

            I know I'm a handful of all kinds of stuff, mow down my intended path and what not but, I am not an emotionless being incapable of becoming fed up.

            Your comment is very appreciated.
            Last edited by MadGypsy; 05-11-2015, 03:30 PM.
            http://www.nextgenquake.com

            Comment


            • #7
              Snagged a copy. Thanks buddy!
              'Replacement Player Models' Project

              Comment


              • #8
                I'm curious as to why you removed all the model references from the fgd that are responsible for drawing the models in the view ports of TrenchBroom, world craft or any other fgd compatible editor?

                If you have no idea what I'm talking about here is an example with the references intact:
                @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/soldier.mdl") = monster_army : "Grunt" []
                @PointClass base(Monster) size(-32 -32 -24, 32 32 40) model(":progs/dog.mdl") = monster_dog : "Nasty Doggie" []
                @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/ogre.mdl") = monster_ogre : "Ogre" []
                @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/ogre.mdl") = monster_ogre_marksman : "Ogre marksman" []
                @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/knight.mdl") = monster_knight : "Knight" []
                @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/hknight.mdl") = monster_hell_knight : "Hell knight" []
                @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/wizard.mdl") = monster_wizard : "Scrag" []
                @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/demon.mdl") = monster_demon1 : "Fiend" []

                Comment


                • #9
                  No doubt, Dutch. You know I can't stay away from some radiant upgrades. Especially when someone makes some bad-ass compile tools. The second that became news (the first time) I had made up my mind I was going to include it in my gamepack (lol, "my gamepack", I don't even have a damn game but you could make the hell out of some with all the options I include).

                  I didn't forsee that I was going to ent the compiler tools and I definitely didn't plan on making a worldcraft port but I'm glad I did. The ent took a couple of hours. The fgd took like 15 minutes. It was actually fucked up at first for the fgd. I opened up the file and stared in bewilderment as I realized I had completely forgotten the syntax. I remember sitting there throwing the scroll wheel with my fingertip like "pbbbbbbbbbbbbbt...fuck". Apparently I figured it out though. I knew I would cause I figured it out like 4 years ago when I didn't know shit about quake. Waaaaay back when SMC first started I added rain and fog to the quake fgd. I remember rook giving me shit too cause I posted the link all fucked up. Ol grumpy bastid' I kid.
                  http://www.nextgenquake.com

                  Comment


                  • #10
                    @xage

                    The model "object" wasn't introduced til worldcraft 1.6. Apparently the base fgd I used was before that. I did not delete anything.
                    Last edited by MadGypsy; 05-12-2015, 02:47 AM.
                    http://www.nextgenquake.com

                    Comment


                    • #11
                      I don't suppose anyone has a working link to this?

                      Comment

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