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Basic Half-Life Map Support For Stock GLQuake

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Postby Hazematman » Sun Jul 18, 2010 4:39 am

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:

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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Postby gnounc » Sun Jul 18, 2010 4:53 am

...my last post was for ceriux...must have wrong tabbed. bleh
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Postby Spike » Sun Jul 18, 2010 6:38 am

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...
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Postby Downsider » Sun Jul 18, 2010 6:41 am

If you're modding Kurok, you're just a memcpy away from getting the full light support, since Kurok supports full color lighting.
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Postby ceriux » Tue Jan 25, 2011 6:50 pm

fits doesnt support step 8 so im putting it in here, do you think that will work? it seems to be a similar function.


/*
================
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...
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Postby Baker » Wed Jan 26, 2011 9:44 pm

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.
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Postby ceriux » Thu Jan 27, 2011 4:03 am

sweet baker your awesome!
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Postby Baker » Thu Jan 27, 2011 4:06 am

ceriux wrote:sweet baker your awesome!


You've done plenty of stuff for me. Karma cuts both ways :D :D
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Postby Baker » Thu Jan 27, 2011 12:37 pm

Ok ... here ya go ...

viewtopic.php?t=2937
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Postby Spirit » Thu Jan 27, 2011 2:01 pm

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
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Postby ceriux » Thu Jan 27, 2011 6:10 pm

thanks =)

btw it worked great =D

Image
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Postby Rikku2000 » Fri Jan 28, 2011 9:37 pm

what about alpha textures?

Image
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Postby ceriux » Fri Jan 28, 2011 9:48 pm

they dont seem to be working for me either (i used tga's as a work around for the missing alpha support on the hlbsp implementation) and that didnt seem to work either. i have a thread here
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Postby Baker » Fri Jan 28, 2011 11:15 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)
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Postby Mexicouger » Fri Jan 28, 2011 11:27 pm

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?
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