pew pew
Search found 7 matches
- Sat Mar 30, 2013 12:49 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6068956
- Wed Mar 27, 2013 2:15 pm
- Forum: Modeling
- Topic: models with alpha channel and fog
- Replies: 2
- Views: 4935
Re: models with alpha channel and fog
it works fine for me using this shader textures/tree1/tree { surfaceparm alphashadow surfaceparm nomarks surfaceparm trans cull disable nopicmip dpmeshcollisions { map textures/tree1/tree.tga rgbGen identity depthWrite alphaFunc GE128 } { map $lightmap blendfunc filter rgbGen identity tcGen lightmap...
- Tue Mar 19, 2013 3:52 pm
- Forum: Modeling
- Topic: New Quake assets...
- Replies: 23
- Views: 14861
Re: New Quake assets...
awesome job! really well animated - absolutely true to the original but slightly improved
grunt is 774 pol
grunt is 774 pol
- Sun Feb 05, 2012 2:33 pm
- Forum: General Programming
- Topic: How are the games connected.
- Replies: 4
- Views: 2258
Re: How are the games connected.
lol games4windows standards working as intended
And it's not +mlook, it's m_pitch 0.022 (-.022 for inverted) to restore mlook
And it's not +mlook, it's m_pitch 0.022 (-.022 for inverted) to restore mlook
- Sun Jan 29, 2012 3:07 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6068956
- Sun Dec 25, 2011 3:30 pm
- Forum: General Discussion
- Topic: Xmas Gubbins.
- Replies: 8
- Views: 2353
Re: Xmas Gubbins.
nice, might use one
- Sat Dec 03, 2011 1:21 am
- Forum: Mapping
- Topic: BSP Formats and performance using DarkPlaces.
- Replies: 7
- Views: 3389
Re: BSP Formats and performance using DarkPlaces.
Q1 compilers plain suck, splits are everywhere and you`d easily get 4-5x higher poly count for anything remotely detailed and largish. So if you build large scale detailed maps then Q3 is the only way. If you build small low detail levels then it doesn't matter. Not to mention q3map2 lighting is age...