Map features for side-scrolling games
Posted: Tue Nov 26, 2013 11:58 pm
What's the best approach for creating side-scrolling maps for FTEQW or DP?
Side-scrolling maps (e.g. the ones in Target Quake and in The Ascension of Vigil) usually consists of a huge open space in the foreground for the camera, with all the rest open in front of it, so the VIS data will never be optimal.
In Fightoon I actually got my maps running faster by making them fully open and not processing them through VIS. But for complex maps, that wouldn't work.
Also, in vanilla Quake unlit maps are not displayed with neutral brightness; they're fully displayed in overbright. Was this fixed in DP and in FTEQW?
Side-scrolling maps (e.g. the ones in Target Quake and in The Ascension of Vigil) usually consists of a huge open space in the foreground for the camera, with all the rest open in front of it, so the VIS data will never be optimal.
In Fightoon I actually got my maps running faster by making them fully open and not processing them through VIS. But for complex maps, that wouldn't work.
Also, in vanilla Quake unlit maps are not displayed with neutral brightness; they're fully displayed in overbright. Was this fixed in DP and in FTEQW?