
Search found 7 matches
- 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


- 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 ...
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 ...
- 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
grunt is 774 pol
- 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
And it's not +mlook, it's m_pitch 0.022 (-.022 for inverted) to restore mlook
- Sun Jan 29, 2012 3:07 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511171
- Sun Dec 25, 2011 3:30 pm
- Forum: General Discussion
- Topic: Xmas Gubbins.
- Replies: 8
- Views: 2932
Re: Xmas Gubbins.
nice, might use one
- 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 ...
Not to mention q3map2 lighting is ...