Quake Engine Quake2 Build
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Quake Engine Quake2 Build
Hello.
I was wondering what features the Quake2 build of the QuakeEngine.
I was wondering what features the Quake2 build of the QuakeEngine.
- Team Xlink
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- Location: Michigan
I think I'm going to build the Quake2 build and see if the level-preservation code that I think I see really does what I hope it does.
I'd love the idea of being able to return to the previous map as it was when I left it.
Would give the idea of non-linear level progress in Quake a boost.
/If that is what the code does, haven't had time to check it out or really look it over. Most of the rest of the QUAKE2 build stuff doesn't interest me that much (darkfields) and much of the "good stuff" is already standard fare (skybox, fog, origin brushes are supported in a few engines).
I'd love the idea of being able to return to the previous map as it was when I left it.
Would give the idea of non-linear level progress in Quake a boost.
/If that is what the code does, haven't had time to check it out or really look it over. Most of the rest of the QUAKE2 build stuff doesn't interest me that much (darkfields) and much of the "good stuff" is already standard fare (skybox, fog, origin brushes are supported in a few engines).
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Baker - Posts: 3666
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ceriux wrote:custom placed shadows? o.O... maybe lol... that really does seem useless...
It doesn't seem useless to me. In some editors, there are lights with properties ranging from -100 to +100, where the '-' value is used to darken an otherwise lighted area.
If I have a global light on the map, I might not have shadows where'd I'd like them to be (i.e. a dark alley, a hidden corner, a dark wall). Maybe less used than custom lighting, custom shadowing has its benefits.
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Chip - Posts: 575
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