If this came from fitzquake, i probably wrote this code. There's a lot of code from my first year on that which is pretty newbie stuff now.
There's definitely a bug that sometimes causes models near walls to appear black or very dark; that may be a side effect of the flaw you describe.
Search found 316 matches
- Fri Jan 27, 2012 3:26 am
- Forum: Engine Programming
- Topic: R_LightPoint Interpolation Code - Broken?
- Replies: 13
- Views: 2449
- Wed Jan 11, 2012 7:30 pm
- Forum: QuakeC Programming
- Topic: Dead space like tps zooming action
- Replies: 24
- Views: 4350
Re: Dead space like tps zooming action
after i add the impulse how would i zoom out because you cannot assign multiple impulses to a single key Actually you can... alias +zoom "impulse 25" alias -zoom "impulse 26" bind z +zoom The above will bind key "z" so that it calls "impulse 25" when pressed ...
- Fri Dec 23, 2011 9:16 pm
- Forum: Engine Programming
- Topic: Improve lightmap resolution
- Replies: 23
- Views: 4266
Re: Improve lightmap resolution
in medal of honor (the Allied Assault era) there was a feature to set lightmap scale per face. We generally set low scale on all faces except where we wanted a nice hard shadow edge... and we tried to be conservative about how many hard shadow edges we had in the level, so that they could be consist...
- Thu Dec 15, 2011 4:15 pm
- Forum: General Programming
- Topic: HL BSP entity editor
- Replies: 4
- Views: 3247
Re: HL BSP entity editor
for quake you name it *.map and the command line is "-onlyents" but it may not be the same for HL.
Also for quake, you need to run both "qbsp -onlyents" and "light -onlyents" to get switchable lights to function. Not sure about HL.
Also for quake, you need to run both "qbsp -onlyents" and "light -onlyents" to get switchable lights to function. Not sure about HL.
- Wed Dec 14, 2011 10:09 pm
- Forum: Engine Programming
- Topic: fitzquake, r_nolerp_list parsing
- Replies: 5
- Views: 1330
Re: fitzquake, r_nolerp_list parsing
I'd agitate for this string to be treated the same as GL_EXTENSIONS; i.e. a pretty standard space-delimited string that you can query with strstr. I've quite an intense dislike for lots of different textual formats each of which needs it's own custom parser. Of course, that wouldn't be compatible w...
- Fri Dec 09, 2011 11:43 pm
- Forum: QuakeC Programming
- Topic: Impulse?
- Replies: 8
- Views: 1836
Re: Impulse?
maybe look at the player's "angles" and their "velocity" and figure out from that if they are moving towards their right or left
- Fri Dec 09, 2011 11:11 pm
- Forum: QuakeC Programming
- Topic: Impulse?
- Replies: 8
- Views: 1836
Re: Impulse?
only one impulse can be sent by the client per frame.
- Fri Dec 02, 2011 11:55 pm
- Forum: QuakeC Programming
- Topic: problem with my ladder
- Replies: 7
- Views: 1586
Re: problem with my ladder
Actually, it's just that i wrote my ladder code a long time ago, before Extras existed. Nothing against the Extras ladder!Baker wrote:I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be.
Re: variables
these are called "logic gates", and yes they are useful when mapping with a standard progs.dat :) I think the only issue with them is the "activator" variable might not be the player if a spike hit a button, so a centerprint to the activating player might not actually show up on ...
- Fri Nov 04, 2011 6:28 pm
- Forum: Mapping
- Topic: Animated static mesh
- Replies: 14
- Views: 4487
Re: Animated static mesh
probably want to use makestatic() if possible, to reduce edict count and packet size.
- Tue Sep 06, 2011 4:57 am
- Forum: Mapping
- Topic: texture error
- Replies: 8
- Views: 2647
Re: texture error
So 16x16 is the smallest acceptable texture, and other valid dimensions include 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256 and so on... There is no need for a texture to be square, but both dimensions must individually be a multiple of 16. Also, powers of 2 will look best in any opengl ...
- Mon Aug 22, 2011 7:42 pm
- Forum: Programming Tutorials
- Topic: El-Cheapo Fullbrights
- Replies: 6
- Views: 3667
Just wanted to mention, that some of the proposed ideas could add complexity when supporting external textures. Most (or all?) external textures were authored to use additive blending rather than alpha blending, which means if your pipeline is set up for alpha blending you will need a special case f...
- Mon Aug 22, 2011 7:30 pm
- Forum: Mapping
- Topic: BSP / related engine limits
- Replies: 7
- Views: 2468
hmap2 and txbsp have -subdivide option to increase split polygon sizes and therefore reduce vertices. But requires engine support to know how lightmap scales to larger surfaces (I think that is the reason...). Yeah, I think the subdivide size needs to stay how it is to support software engines (unl...
- Sun Aug 14, 2011 10:36 pm
- Forum: Programming Tutorials
- Topic: El-Cheapo Fullbrights
- Replies: 6
- Views: 3667
- Thu Aug 11, 2011 7:18 pm
- Forum: Engine Programming
- Topic: Loading a TGA for a Quake model...
- Replies: 22
- Views: 3487
Also, fitzquake already fixed the upside-down tga bug. One guess is, if you're working with a modified fitzquake with this feature added, there may be UV mapping issues due to the way fitzquake deals with non-power-of-two images. The UVs were probably generated with the original 8-bit texture in min...