Forum

Solid Textures and Liquids

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Solid Textures and Liquids

Postby Team Xlink » Wed Aug 26, 2009 2:37 am

Solved.
Last edited by Team Xlink on Tue Nov 17, 2009 2:19 am, edited 1 time in total.
Team Xlink
 
Posts: 368
Joined: Thu Jun 25, 2009 4:45 am
Location: Michigan

Postby Downsider » Wed Aug 26, 2009 3:25 am

I don't think anyone knows what you're talking about?

Do you mean to have simple untextured colored walls, or something altogether different?

Assuming you're working with the PSP, you can color the vertexes and check against a cvar

Code: Select all
sceGuEnable(GU_TEXTURE_2D);


Where it says that right before you render world textures, do something like

Code: Select all
if (cl_textures_enabled) {
  sceGuEnable(GU_TEXTURE_2D);
} else {
  sceGuDisable(GU_TEXTURE_2D);
}


I'd hardly call it blisteringly difficult :O

Then you could assign each texture name a different solid color when the map is loaded, so you don't have to see either all single-colored polygons or flashing colors.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby Electro » Wed Aug 26, 2009 4:21 am

r_picmip 10
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Electro
 
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia

Postby r00k » Wed Aug 26, 2009 5:39 am

in DrawGLPoly in gl_surf.c,

change, or add a cvar to toggle..,

Code: Select all
      glTexCoord2f (v[3], v[4]);


with

Code: Select all
      glTexCoord2f (0, 0);
r00k
 
Posts: 1110
Joined: Sat Nov 13, 2004 10:39 pm

Postby Downsider » Wed Aug 26, 2009 3:17 pm

Electro wrote:r_picmip 10


r_picmip isn't a GLQuake default, and he's obviously making his own engine here, so he'll be asking a tutorial on that next if you tell him that :P
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby mh » Wed Aug 26, 2009 4:41 pm

OK.

I think you might be in a little over your head here. You've asked a lot of questions lately, some of them have been basic stuff and some have been major overhauls of the engine. I'm starting to think that you want to jump ahead to some advanced stuff when you don't seem to have the basic knowledge down yet.

My advice is to sit down with a blank file/empty project/whatever, get a good basic OpenGL tutorial (there are plenty on the web) and work with that. Get a triangle on the screen, texture it, light it, make it spin. Play with the various parameters and see what the effect is, then understand why that happened.

Then take a basic Quake build on Windows or Linux and make small modifications. Fix up some texturing bugs if that's your thing, or change the physics, sound or other code. Build up from there. 3D and game engine programming can be both incredibly easy and incredibly hard, and if you let the incredibly easy bits lure you in too far, you'll end up badly bitten when you come to the incredibly hard ones.

It's great to see the ambition coming out, but if you try to run before you can walk you'll end up with a release that's fairly badly botched and will probably need rewriting in 6 months time when you understand things better. Take it from someone who's been there - it's a humbling experience to be making all of your early mistakes in public.

All meant well. ;)
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby Team Xlink » Wed Aug 26, 2009 7:37 pm

Thank you.

I found out what I was doing wrong.

It turns out the way I setup, I had made a mistake so it always returned false and not true.
Team Xlink
 
Posts: 368
Joined: Thu Jun 25, 2009 4:45 am
Location: Michigan

Postby Electro » Wed Aug 26, 2009 11:23 pm

Sorry, gl_picmip 10

It's already implemented in standard glquake. It simply forces what mip level to use.
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Electro
 
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia

Postby Downsider » Thu Aug 27, 2009 3:10 am

mh wrote:OK.

I think you might be in a little over your head here. You've asked a lot of questions lately, some of them have been basic stuff and some have been major overhauls of the engine. I'm starting to think that you want to jump ahead to some advanced stuff when you don't seem to have the basic knowledge down yet.

My advice is to sit down with a blank file/empty project/whatever, get a good basic OpenGL tutorial (there are plenty on the web) and work with that. Get a triangle on the screen, texture it, light it, make it spin. Play with the various parameters and see what the effect is, then understand why that happened.

Then take a basic Quake build on Windows or Linux and make small modifications. Fix up some texturing bugs if that's your thing, or change the physics, sound or other code. Build up from there. 3D and game engine programming can be both incredibly easy and incredibly hard, and if you let the incredibly easy bits lure you in too far, you'll end up badly bitten when you come to the incredibly hard ones.

It's great to see the ambition coming out, but if you try to run before you can walk you'll end up with a release that's fairly badly botched and will probably need rewriting in 6 months time when you understand things better. Take it from someone who's been there - it's a humbling experience to be making all of your early mistakes in public.

All meant well. ;)


Bawhawhawhaw I've been saying (or at least thinking) this for a while. Then again, I act like a douchebag all the time so it's great that somebody else picks up the slack.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby metlslime » Thu Aug 27, 2009 9:11 am

See, i disagree....

building an opengl game project from scratch is a lot of work and you won't get any gratificaition for a while. And even when you finally do, it's something pointless like spinning green triangles.

using the quake engine as a base and adding features that you are actually excited about, gives three benefits:

1. the results are meaningful to you

2. you're starting with a fully-functional base, which lets you do very small changes and see instant results

3. you have a working model to study and learn from
metlslime
 
Posts: 316
Joined: Tue Feb 05, 2008 11:03 pm

Postby Downsider » Thu Aug 27, 2009 3:50 pm

See, i disagree....

building an opengl game project from scratch is a lot of work and you won't get any gratificaition for a while. And even when you finally do, it's something pointless like spinning green triangles.

using the quake engine as a base and adding features that you are actually excited about, gives three benefits:

1. the results are meaningful to you

2. you're starting with a fully-functional base, which lets you do very small changes and see instant results

3. you have a working model to study and learn from


But:

1) You have no understanding of anything you did.

2) You think you're far better than you actually are.

3) You can't sell your shit.

4) Because of 1 & 2, you'll try porting to another platform and fail.

5) You're a tutorial whore.
Last edited by Downsider on Thu Aug 27, 2009 8:32 pm, edited 1 time in total.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby MauveBib » Thu Aug 27, 2009 4:27 pm

Whatever private agenda you have, keep it to PMs and not in the forum.
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby Electro » Thu Aug 27, 2009 8:53 pm

Disgusting behavior Downsider.
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Electro
 
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia

Postby Downsider » Fri Aug 28, 2009 1:53 am

I think you've misunderstood?

I wasn't talking about XLink, I was talking about people who do this in general. You, by yourself, have done the assumption that You're a tutorial whore. was directed toward XLink.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby Supa » Fri Aug 28, 2009 1:37 pm

What difference does it make? Personal attacks have no place here.
User avatar
Supa
 
Posts: 164
Joined: Tue Oct 26, 2004 8:10 am

Next

Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest