Search found 92 matches
- Wed Jul 01, 2015 6:33 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 138764
Re: The TrenchBroom Level Editor for Quake
There's a new release of TB1 with a few bug fixes: Changes - Fix crash during vertex manipulation (ericw) - Fix vertex drift issue when copy/pasting (ericw) - Fix for entity key/value corruption when renaming a key (ericw) - Add checkbox to filter detail brushes (ericw) - Work around modifier keys g...
- Wed Jun 17, 2015 7:42 pm
- Forum: Engine Programming
- Topic: +chase_active
- Replies: 3
- Views: 1280
Re: +chase_active
You can just do tihis in the console!
Code: Select all
alias +chase "chase_active 1"
alias -chase "chase_active 0"
bind p chase
- Sat May 23, 2015 6:14 pm
- Forum: Programming Tutorials
- Topic: Avirox's Rotation Tutorial Adapted to NetQuake
- Replies: 86
- Views: 88597
Re: Avirox's Rotation Tutorial Adapted to NetQuake
Was playing with this recently. gb's and baker's test maps are very cool. I made another little test map that requires no special qc: http://quaketastic.com/files/misc/bboxangletest.zip The focus was to look at how engine bbox rotation could break old vanilla quake maps. There's a drawbridge that's ...
- Fri May 22, 2015 10:29 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
re building tyrutils: sorry you're having trouble with it. I've only used the original Makefile on OS X and Linux. The makefile is a bit complex and I wanted to learn cmake, so I added a new cmake build system. If you get ahold of cmake, you can have it generate a mingw-based Code::Blocks project li...
- Wed May 20, 2015 10:17 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
Not dumb, but if you take something like this screenshot: http://i.imgur.com/zwuQv4j.jpg You can imagine a grid of points on the ground at 16 unit intervals; that would be the vanilla lightmap resolution, and the points would be widely spaced enough that they'll miss the fine details of the bars. Re...
- Wed May 20, 2015 6:16 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
@mankrip, cool - I heard hmap2 and darkplaces support lit water as well. @MH, wow, awesome! Ok, I agree an array of structs for the "extra face info" would be cleaner. Pasting what you posted earlier: typedef struct litsurf_s { uint offset; ushort extents[2]; byte styles[4]; byte shift; } ...
- Wed May 20, 2015 2:22 am
- Forum: Engine Programming
- Topic: Thoughts on Stencil not working on NVidia
- Replies: 9
- Views: 2153
Re: Thoughts on Stencil not working on NVidia
Cool, I borrowed the stencil shadow code from one of the recent MarkV source releases and added it to Quakespasm. I did see this line and took that as well: eglStencilFunc(GL_EQUAL, 0, ~0); // Stencil Sky Fix - 2015 April 13 Per Spike Nice having the solid looking shadows without the ugly self-inter...
- Tue May 19, 2015 9:15 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
Updated the first post with tyrutils and quakespasm binaries.
- Tue May 19, 2015 8:02 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
mankrip, yes I can add that to the todo list. Do any engines support that, or I guess you're waiting for a light tool to generate the lightmaps ;) I think It would be independent of .lit2, though. I've been continuing work polishing the tyrutils and quakespasm patches. For Quakespasm, I initially fo...
- Tue May 19, 2015 7:22 pm
- Forum: Engine Programming
- Topic: Thoughts on Stencil not working on NVidia
- Replies: 9
- Views: 2153
Re: Thoughts on Stencil not working on NVidia
This was solved, right? Was it due to not clearing the stencil buffer at the start of sky drawing, or interference from the shadow code?
- Sun May 17, 2015 1:41 am
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 53003
Re: Funny C Rules (And Low-Level Languages in general)
The C99 draft standard pdf says: (6.5.3.3 Unary arithmetic operators) The result of the logical negation operator ! is 0 if the value of its operand compares unequal to 0, 1 if the value of its operand compares equal to 0. The result has type int. The expression !E is equivalent to (0==E). So the ty...
- Thu May 14, 2015 6:27 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
IMHO, the chance of the filename and numsurfs matching, but the .lit2 still being built against a incompatible (different geometry) version of the map, is small enough to ignore. I'm just thinking that any geometry change, beyond moving a wall a couple of units, will cause the bsp's numsurfs to chan...
- Wed May 13, 2015 2:41 am
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
Also, MH, the tyrutils light tool has some special clamping logic that prevents colors from blowing out to white (it scales down all 3 components so that the highest one doesn't exceed 255).
Not that that's a perfect solution, but it does work around the colours-blowing-out-to-white issue.
Not that that's a perfect solution, but it does work around the colours-blowing-out-to-white issue.
- Wed May 13, 2015 12:54 am
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
Baker, re: performance impact of increasing the engine's BLOCK_WIDTH/BLOCK_HEIGHT to 256x256, as Spike said, I would expect a bit of a speedup with static lighting (less switching of lightmap textures, so larger batch sizes), and possibly a bit of a slowdown with dynamic lighting. I can test on some...
- Tue May 12, 2015 7:24 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6852
Re: .lit2 format - request for feedback
Glad to hear, Baker
Here's a direct link for the engine diff: I'm happy with how compact it is.
https://github.com/ericwa/Quakespasm/compare/lit2
This diff isn't making use of lmextents or luxdata.
Here's a direct link for the engine diff: I'm happy with how compact it is.
https://github.com/ericwa/Quakespasm/compare/lit2
This diff isn't making use of lmextents or luxdata.