Another quick release to fix a pretty glaring bug in v0.9's vis util.
TyrUtils v0.10 changes:
- Documentation added for bspinfo and bsputil
- Fix vis bug due to missing vertex copy in v0.9 portal clip changes
Download from the utils page as usual (Win32 / OSX / source).
Hot on the heels of v0.8, here is a quick update to fix one very annoying qbsp bug with pointfiles, making leak hunting next to impossible.
TyrUtils v0.9 changes:
- qbsp: fixed bad pointfile generation
Download from the utils page as usual (Win32 / OSX / source).
The tools have gotten some wider testing now, revealing a few bugs in the skip/detail implementation which have now been fixed. So time to cut another release. Big thanks to than, FifthElephant and mechtech for helping out with test cases for the bugs they found.
TyrUtils v0.8 changes:
- qbsp: fixed surface edge corruption when using skip surfaces
- qbsp: fixed portal generation for transparent water and detail nodes
- qbsp: added "-noskip" option for troubleshooting skip related problems
- light: reduce "no model has face ###" to a warning
- vis: fix portal stack corruption in ClipStackWinding
- bsputil: added a "--check" option (beta!) to check internal data consistency
Download from the utils page as usual (Win32 / OSX / source).

Things have slowed down a bit now that I have caught up with most feature requests. The main one still outstanding is 'phong shading', which I will take a good look at in the not too distant future. I'm hoping to get a release of TyrQuake out soon too - it's been nearly 4 years since the last release!
I think the coolest new feature in this release is the bmodel shadows and self-shadowing.
TyrUtils v0.7 changes:
- Unix man page documentation for the main tools (qbsp, light, vis)
- HTML and text documentation is generated from the man page sources
- qbsp: added support for using WAD3 texture wads used by Hammer
- qbsp: include clip brushes when calculating bmodel bounding box
- qbsp: enable creation of clip-only bmodels
- qbsp: recognise and remove *waterskip, *slimeskip and *lavaskip surfaces
- qbsp: added hintskip texture support
- qbsp: fixed some bugs parsing empty func_group/func_detail entities
- light: implemented self shadowing and full shadows for brush models
- light: implemented the "-soft" command line option
- light: implemented the "-addmin" command line option
- light: implemented the "anglescale" (aka "anglesense") key and cmdline
- light: remove support for negative color components (never worked properly)
- light: removed the "-nominlimit" option (now the default behaviour)
- light: removed the "-compress" option (a bad idea from long ago)
- light: make -gate command line affect linear falloff lights as well
- vis: changed the default testlevel to 4
- vis: added the '-noambient*' options to disable auto ambient sounds.
Download from the utils page as usual (Win32 / OSX / source).
Nothing like keeping the momentum going. I've had loads of fun this week really digging into the code and adding the most requested features (and more coming soon!)
TyrUtils v0.6 changes:
- qbsp: respect floating point texture rotation and shift in map files
- qbsp: support for Valve's 220 map format used in later Worldcraft/Hammer
- qbsp: support func_group entities used by Radiant and similar editors
- qbsp: surfaces with the skip texture are now removed from the compiled bsp
- qbsp: hint brush support similar to Quake 2 for hand-tweaking the PVS
- qbsp: fixed a problem where leak files were not written for hull0 or hull1
- light: fixed a race condition in multithreaded coloured light processing
- light: fixed bug preventing use of all 4 light styles in a common case
- light: implemented attenutation formulae "delay" 4+5, ala Bengt's tools
- light: removed old bsp30 support
- light: lit files now automatically generated when coloured lights detected
- light: implemented 4x4 oversampling with -extra4 command line
- light: implemented the -gate option to help speed processing (default 0.001)
- light: implemented the "_softangle" key for spotlights
- light: implemented minlighting for brush models
Download from the utils page (including Mac OS X binaries!)
I've been doing some work on my map utils and now that there's a few features worth using, I thought it must be time to make a release. Some overdue changes here, but the one I want to get people to test is the detail brush support. After it took 36 days for my map to vis on a fairly decent 8-core machine I knew it was past time that we had something like this for Quake.
I've tried to improve my documentation a bit, so check out the included text files for the information on how to make use of it.
TyrUtils v0.5 changes:
- light and vis both now multithreaded on Unix and Windows platforms
- vis now writes a state file every 5 minutes so it can resume if needed
- qbsp and vis now support a form of detail brushes, similar to Quake 2. See the included qbsp.txt for further details.
Download from the utils page.
This is also a new website, and in theory it should be possible to leave comments. Assuming that works, please let me know if you find any problems and what features that are still missing that would be most useful to add.
Just putting out another release of TyrQuake since a few minor fixes for various things have accumulated now. Not much else going on with me right now - certainly not much in the way of mapping.
Quick (well, kinda) bugfix release for TyrQuake. This fixes a crash that can be triggered by some mods when some of you old skool players are using the software engine at very low resolutions (and I mean real low, like 320x200). Ah, takes me back to 1996...
Time for a new TyrQuake release because, well, it's been a while ;). There a couple of bug fixes in there which people have been asking for which help with the Soul of Evil and Contract Revoked mods.
TyrUtils version 0.4 is up now. This release was mainly to fix a glaring bug in the light util, which caused a crash when trying to compile any map with "lit" style coloured lighting. Also included is a little bit of optimisation work I've done on qbsp - it can be significantly faster, depending on the map.
