Search found 7 matches

by stoleYourBike
Sat Mar 30, 2013 12:49 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511171

Re: What are you working on?

pew pew
Image
by stoleYourBike
Wed Mar 27, 2013 2:15 pm
Forum: Modeling
Topic: models with alpha channel and fog
Replies: 2
Views: 13075

Re: models with alpha channel and fog

it works fine for me
using this shader

textures/tree1/tree
{
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
cull disable
nopicmip
dpmeshcollisions
{
map textures/tree1/tree.tga
rgbGen identity
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
rgbGen ...
by stoleYourBike
Tue Mar 19, 2013 3:52 pm
Forum: Modeling
Topic: New Quake assets...
Replies: 23
Views: 31439

Re: New Quake assets...

awesome job! really well animated - absolutely true to the original but slightly improved

grunt is 774 pol
by stoleYourBike
Sun Feb 05, 2012 2:33 pm
Forum: General Programming
Topic: How are the games connected.
Replies: 4
Views: 3067

Re: How are the games connected.

lol games4windows standards working as intended

And it's not +mlook, it's m_pitch 0.022 (-.022 for inverted) to restore mlook
by stoleYourBike
Sun Dec 25, 2011 3:30 pm
Forum: General Discussion
Topic: Xmas Gubbins.
Replies: 8
Views: 2932

Re: Xmas Gubbins.

nice, might use one
by stoleYourBike
Sat Dec 03, 2011 1:21 am
Forum: Mapping
Topic: BSP Formats and performance using DarkPlaces.
Replies: 7
Views: 4419

Re: BSP Formats and performance using DarkPlaces.

Q1 compilers plain suck, splits are everywhere and you`d easily get 4-5x higher poly count for anything remotely detailed and largish. So if you build large scale detailed maps then Q3 is the only way. If you build small low detail levels then it doesn't matter.
Not to mention q3map2 lighting is ...