Basic Half-Life Map Support For Stock GLQuake
Moderator: InsideQC Admins
ok I searched all the source code and msurface_t is used, but how would I divide it by 3. My thoughts are something like this:
but that doesn't seem to work, can someone tell me how im supposed to divide it?
- Code: Select all
if(loadmodel->bspversion == HL_BSPVERSION) {
msurface_t / 3;
}
but that doesn't seem to work, can someone tell me how im supposed to divide it?
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Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
for (i = 0; i < loadmodel->numsurfaces; i++)
loadmodel->surface[i].lightofs /= 3;
basically.
msurface_t itself is just a struct type.
Ideally you would find some way to place the division in Mod_LoadSurfaces or something...
loadmodel->surface[i].lightofs /= 3;
basically.
msurface_t itself is just a struct type.
Ideally you would find some way to place the division in Mod_LoadSurfaces or something...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
fits doesnt support step 8 so im putting it in here, do you think that will work? it seems to be a similar function.
seems adding this into fitz quake is hard... -.- my build failed...
/*
================
VID_Gamma_Init -- call on init
================
*/
void VID_Gamma_Init (void)
{
vid_gammaworks = vid_3dfxgamma = false;
if (strstr(gl_extensions, "WGL_3DFX_gamma_control"))
{
wglSetDeviceGammaRamp3DFX = (RAMPFUNC) wglGetProcAddress("wglSetDeviceGammaRamp3DFX");
wglGetDeviceGammaRamp3DFX = (RAMPFUNC) wglGetProcAddress("wglGetDeviceGammaRamp3DFX");
if (wglGetDeviceGammaRamp3DFX (maindc, vid_3dfxgammaramp))
vid_3dfxgamma = true;
Con_Printf ("WGL_3DFX_gamma_control found\n");
}
if (GetDeviceGammaRamp (maindc, vid_systemgammaramp))
vid_gammaworks = true;
Cvar_RegisterVariable (&vid_gamma, VID_Gamma_f);
Build_Gamma_Table ();
}
seems adding this into fitz quake is hard... -.- my build failed...
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
ceriux wrote:seems adding this into fitz quake is hard... -.- my build failed...
I am thinking about doing this for you tonight. Plus the clock preicision fix [don't ask] and adding a slightly beefed up "frag machine camera modification" to it.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
ceriux wrote:sweet baker your awesome!
You've done plenty of stuff for me. Karma cuts both ways
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Careful! If you baker your awesome it might crumble to ashes and dust. This is even worse if the substance is already sweet, so if you are sweet, sweet bakering might be even worse.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
I won't be adding alpha texture stuffs into this tutorial --- too many changes --- but I will likely add it the "FitzQuake Plus (Windows)" engine I made for Ceruix at some point once I understand for sure what he wants in another thread.
I already added that feature to Engine X (Windows). (image)
I already added that feature to Engine X (Windows). (image)
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
ceriux wrote:thanks =)
btw it worked great =D
Kinda curious... How did you get those bricks in there? Is that just a brush with a texture on it?
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
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