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A few q's to jog my memory

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A few q's to jog my memory

Postby ArchAngel » Sat Jun 04, 2011 3:15 pm

Ok, a few (hopefully) quick questions. Most of this is stuff I'd figured out years ago, but passage of time combined with the fact I'm not actually working from the C version of the Quake source means I'm struggling to locate certain things.

1) Many years ago there was a Clean version of QC that removed all the monsters, guns etc and just left enough to interact with the world (except for buttons and other brush models)... has any one got a copy of this? Might have been called QC from Scratch IIRC.

2) I know I can disable static light mapping completely by commenting out about 1 line, but I'm having problems trying to work out where the light mapping multi-texturing stuff starts.

3) The whole texture paletting thing... is that still needed or is there a better solution. I'm thinking of ditching the built in textures anyway and going with PNG's or DDS's or something similar.

4) Has anyone profiled Quake to see what the specific bottle necks are? I know MH has referred to the CPU being the biggest bottle neck in the engine these days, are there any routines that are particular culprits?

Ta muchly... also really nice to see so many familiar faces in the Quake scene too :)
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Re: A few q's to jog my memory

Postby behind_you » Wed Jun 08, 2011 6:39 am

ArchAngel wrote:Ok, a few (hopefully) quick questions. Most of this is stuff I'd figured out years ago, but passage of time combined with the fact I'm not actually working from the C version of the Quake source means I'm struggling to locate certain things.

1) Many years ago there was a Clean version of QC that removed all the monsters, guns etc and just left enough to interact with the world (except for buttons and other brush models)... has any one got a copy of this? Might have been called QC from Scratch IIRC.

2) I know I can disable static light mapping completely by commenting out about 1 line, but I'm having problems trying to work out where the light mapping multi-texturing stuff starts.

3) The whole texture paletting thing... is that still needed or is there a better solution. I'm thinking of ditching the built in textures anyway and going with PNG's or DDS's or something similar.

4) Has anyone profiled Quake to see what the specific bottle necks are? I know MH has referred to the CPU being the biggest bottle neck in the engine these days, are there any routines that are particular culprits?

Ta muchly... also really nice to see so many familiar faces in the Quake scene too :)


1- Look through the quakec tutorials here on inside3d.com. there are scratch tutorials. just follow those.

2- I'm not sure about that one

3- dp and fte support external textures in the following formats : TGA PCX JPG PNG WAL LMP

4- not sure about this as well. i'm quite the jolly noob!

hope i helped
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