Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order) - FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 - Date Version Notes ---------------------------------------------------------------- 2001-12-03 1.2 (ydnar) Alpha Initial version (win32) 2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded (more brush faces caught) 2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other detail brushes now culled, Small against large detail faces also culled. 2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where coincident caulk faces were causing textured faces to be caulked. Fixed. 2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test versions. This version takes into account extra surface info, so coplanar clip brushes no longer cull away textured sides. 2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting for most maps should now be measurable in minutes as opposed to hours. 2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still faster, but to enable "blinding fast" mode, you must supply the -fast switch on the commandline after -light. Fast mode should be approximately 2x as fast as build 8. 2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now optimized. Not as much as I would like, but a distance^2 cull before traces on EVERY SINGLE SURFACE LIGHT IN THE MAP certainly speeds things the fuck up. -fast not necessary to see this optimization. Also added the -cheap switch to limit light contributions to a point when it exceeds 255 in R, G, and B. This *may* cause artifacts. Test away... 2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis). Well constructed and hinted maps should now see a bit of a speedup. Lights in the void are also now removed as a byproduct. 2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused vlight to crash. 2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check. - Cheap now supresses sun Sun trace skipped if sample is "cheapened." - Experimental -smooth option for subsampling shadow edges. - Experimental radiosity code. Will probably crash. - Other minor optimizations. 2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled, making it slower. Fixed. 2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or vertex- manipulated brushes no longer created. Vertex lighting on func_* with an origin now works. Radiosity should be more stable (but not fully correct yet). Light envelopes now properly calculated for entities with origins. 2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light. 2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce in shaders to specify amount of light to reflect. Use -bounce N after -light to enable radiosity. Use -dump to emit radiosity lights as a prefab. 2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New features include -fastgrid, -cheapgrid, and -fastbounce. Running with -fastgrid and -cheapgrid will produce results identical to normal q3map (with the lightgrid being a little darker). Also added q3map_nofast to shaders to override -fast switch for a surface light. 2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting bug (thanks Quakin) that was causing sun to leak to brush faces when using r_vertexlight ingame. Changed a little bit of the default behavior, so test with vertex lighting and with terrain. Minor shader changes might be necessary to get some maps to look as before. 2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some minor optimizations in shadow tracing. Should be slightly faster than 19. 2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows properly to use surfaceparm lightfilter. Shaders must use this parm to have colored shadows. Can be used with alphashadow as well. 2002-01-04 1.2.1-y1 (nightly) This version is all new, based off the official GtkRadiant tree, which has all the previous enhancements. New features include colored lightgrid tracing through lightfilter shaders, and surfaceparm lightgrid, for large/space maps with large volumes. Also fixed are potential broken brush winding radiosity crashes. Maybe. 2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed bug where ambient was getting calculated into the radiosity solution for every pass, leading to overbright maps in a hurry. Also removed the bad PTPFF reporting, as it only caused problems with radiosity in a big way. Sue me. 2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color now properly cleared to 0 when bouncing. 2002-01-07 1.2.1-y4 (nightly) Particle Studio generated brush faces should no longer be culled. I no longer cull faces that are autosprite. Added -bouncegrid to have radiosity add to lightgrid. 2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with full optimizations. Should be 10-25% faster in all, including BSP and vis stages. 2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset in their shader will no longer be faceculled. 2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads to 4MB on Win32 to (hopefully) elminate stack overflow crash with radiosity. Also made subdivision use the heap to lessen the stack load. Fixed bug where q3map_bounce was not being used in shader parsing. Redid some of the divide math to work in 0-255 instead of 0-256. 2002-01-11 1.2.1-y8 (nightly) More Win32 threading crutches. Eat me, Bill. 2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug in my PVS code. Fixed it, so the PVS light opts work as they should. Lighting is faster. Also got rid of some redundant square roots from the raytracing, speeding up lighting another ~25%. 2002-01-20 1.2.1-y10 Fixed a potential crash bug with maps with 0 lights. Also changed how lightmaps are projected onto patches that lie in a single plane (bevel endcaps, floors, etc). Shadows now work properly on them. 2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash with maps with no lights or no tracing. Also added code to make brush/patch vertex lighting more closely resemble lightmap, even on less-than-perfect maps. And -light is faster, too...about 25% on q3dm17. 34->25 seconds. 2002-01-24 1.2.1-y12 Completely rewrote the path argument handling. Should find the Quake 3 dir and other dirs properly now. Needs to be tested on Linux though. Also made lights linear by default when run with -game wolf. This is to match the Gray Matter q3map and entity definition. 2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS sources. Fog sparklies gone. -nopatchfix so vlight works properly again. Cleaned up paths processing some more, including Linux stuff. Added _lightmapscale entity key. Brought -game wolf lighting to parity with GM tools. RR2DO2's PCX loading fix. A bunch of other useful fun shit. 2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix. Fixed a stupid bug in lightmap dimension bounds checking (thanks Laerth). 2002-01-29 1.2.4-y3 Now will detect (and report to GtkRadiant) all degenerate patches like those created by capping a cone. 2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code. Lots of cool new shit. 2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches are no longer circus colored, more terrain texturing fixes. 2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now will share lightmaps. This prevents most wierd edge cases with filter and speeds things up a bit. Patches too. 2002-02-27 2.0.0-a12 More lightmap fixes for non-planar surfaces. Bugfixes in allocation/ compression of lightmaps as well. 2002-03-02 2.0.0-a13 Fixed some surface light bugs, adjusted the occluded-luxel finding code, and amped the radiosity. Other fixes to RTCW lighting code (better angle attenuation on linear lights). 2002-03-04 2.0.0-a14 Vertex light should now be near- perfect on clean (and mostly on not- so-clean) maps. Unlit maps will no longer have tri-fanned brush faces with random vertex colors. VLight is now totally gone (reverts to -light). 2002-03-06 2.0.0-a15 Relaxed the planar check, should now classify all slightly-off plane brush face metasurfaces as planar. Triangle checking much more stringent as well. 2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation now sorted by shader to minimize shader count (and lessen chance for RTCW shader substitution bug). Hit big quarter-century also. 2002-03-12 2.0.0-a17 Dammit. 2002-03-12 2.0.0-a18 Hunting phantom lights... 2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the extras folder... 2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the stupid phantom light bug finally. Tricked out the sun tracing a wee bit as well, should be a little faster + more accurate. Other little bits fixed up as well. Thanks to K, {wf}ShadowSpawn and RR2DO2 for their help tracking these last bugs down. 2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got rid of some cruft. 2002-03-22 2.0.0-b1-rc3 Some minor optimizations. 2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader). 2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology. 2002-05-01 2.0.1 OK, better late than never. Fixed the alphashadow = 255 = transparent bug. 2002-06-24 2.1.0-b1 Added _foghull functionality. Works like terrain "_shader" where you don't need "textures/" prefix. Also added q3map_normalmap. See NVIDIA's website for Photoshop filter to generate normalmaps from grayscale heightmaps. This makes lightmaps look bumpmapped. Currently 50% broken. 2002-07-06 2.2.0-b1 Empty epairs now stripped from map, fixing Wolfenstein crash bug. Func_* entities are now fogged properly. Sort of. This will be enhanced later. Added the .srf file to store all the extra crap I was hiding in the BSP. It's an editable text file that -light uses, so you can change the samplesize w/o recompiling the map (just -light'ing it). Changed color normalization to clamping, because it looks better. Other stuff got fixed as well. 2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet! 2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now supported, up to 1024x1024. Add q3map_lightmapSize H W to a shader to use. Lightmaps are stored in maps/{mapname}/_lm_NNN.tga and a shader script q3map_{mapname}.shader is generated. Also added q3map_lightmapGamma N.N. Use a value of 2.0 to simulate r_overBrightBits 1 and r_mapOverBrightBits 2 on external lightmap images.