Search found 63 matches
- Mon Feb 27, 2012 1:10 am
- Forum: Mapping
- Topic: Water - lighting - transparency
- Replies: 18
- Views: 28003
Re: Water - lighting - transparency
If you intend to modify the engine (hardware accelerated) but not the map tools, you can do vertex lighting. This still requires subdivision of water faces to have enough vertices for it to look right. Quake2Max did this first I believe, and KMQuake2 has improved on it. There will be differences ...
- Wed Feb 22, 2012 1:23 am
- Forum: General Programming
- Topic: Xash 3D[engine]
- Replies: 30
- Views: 13967
Re: Xash 3D[engine]
This engine sounds almost like GOLK all over again.
As a side point, if the HL SDK's EULA prohibits mod makers from releasing their source, then why has Spirit of Half-Life (http://www.moddb.com/mods/spirit-of-half-life) had its source available for several years? Are they in violation?
As a side point, if the HL SDK's EULA prohibits mod makers from releasing their source, then why has Spirit of Half-Life (http://www.moddb.com/mods/spirit-of-half-life) had its source available for several years? Are they in violation?
- Sat Feb 11, 2012 7:34 am
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 31868
Re: [quake2] overbright models
Overbrights is a bit of misnomer for this, as it's actually RGB scaling. I later renamed this option from Vic's code. Real overbright bits are used in the Quake3 engine, you can see this in the Q3 and RtCW sources. It actually involves bit shifting of the color values in textures and lightmaps ...