Search found 316 matches

by metlslime
Fri Jan 27, 2012 3:26 am
Forum: Engine Programming
Topic: R_LightPoint Interpolation Code - Broken?
Replies: 13
Views: 3436

Re: R_LightPoint Interpolation Code - Broken?

If this came from fitzquake, i probably wrote this code. There's a lot of code from my first year on that which is pretty newbie stuff now. :oops:

There's definitely a bug that sometimes causes models near walls to appear black or very dark; that may be a side effect of the flaw you describe.
by metlslime
Wed Jan 11, 2012 7:30 pm
Forum: QuakeC Programming
Topic: Dead space like tps zooming action
Replies: 24
Views: 5955

Re: Dead space like tps zooming action

after i add the impulse how would i zoom out because you cannot assign multiple impulses to a single key

Actually you can...

alias +zoom "impulse 25"
alias -zoom "impulse 26"
bind z +zoom

The above will bind key "z" so that it calls "impulse 25" when pressed and "impulse 26" when released.
by metlslime
Fri Dec 23, 2011 9:16 pm
Forum: Engine Programming
Topic: Improve lightmap resolution
Replies: 23
Views: 5777

Re: Improve lightmap resolution

in medal of honor (the Allied Assault era) there was a feature to set lightmap scale per face. We generally set low scale on all faces except where we wanted a nice hard shadow edge... and we tried to be conservative about how many hard shadow edges we had in the level, so that they could be ...
by metlslime
Thu Dec 15, 2011 4:15 pm
Forum: General Programming
Topic: HL BSP entity editor
Replies: 4
Views: 3836

Re: HL BSP entity editor

for quake you name it *.map and the command line is "-onlyents" but it may not be the same for HL.

Also for quake, you need to run both "qbsp -onlyents" and "light -onlyents" to get switchable lights to function. Not sure about HL.
by metlslime
Wed Dec 14, 2011 10:09 pm
Forum: Engine Programming
Topic: fitzquake, r_nolerp_list parsing
Replies: 5
Views: 1631

Re: fitzquake, r_nolerp_list parsing

I'd agitate for this string to be treated the same as GL_EXTENSIONS; i.e. a pretty standard space-delimited string that you can query with strstr. I've quite an intense dislike for lots of different textual formats each of which needs it's own custom parser.

Of course, that wouldn't be compatible ...
by metlslime
Fri Dec 09, 2011 11:43 pm
Forum: QuakeC Programming
Topic: Impulse?
Replies: 8
Views: 2486

Re: Impulse?

maybe look at the player's "angles" and their "velocity" and figure out from that if they are moving towards their right or left
by metlslime
Fri Dec 09, 2011 11:11 pm
Forum: QuakeC Programming
Topic: Impulse?
Replies: 8
Views: 2486

Re: Impulse?

only one impulse can be sent by the client per frame.
by metlslime
Fri Dec 02, 2011 11:55 pm
Forum: QuakeC Programming
Topic: problem with my ladder
Replies: 7
Views: 1957

Re: problem with my ladder

Baker wrote:I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be.
Actually, it's just that i wrote my ladder code a long time ago, before Extras existed. Nothing against the Extras ladder!
by metlslime
Fri Dec 02, 2011 12:55 am
Forum: Mapping
Topic: variables
Replies: 9
Views: 5081

Re: variables

these are called "logic gates", and yes they are useful when mapping with a standard progs.dat :)

I think the only issue with them is the "activator" variable might not be the player if a spike hit a button, so a centerprint to the activating player might not actually show up on that player's ...
by metlslime
Fri Nov 04, 2011 6:28 pm
Forum: Mapping
Topic: Animated static mesh
Replies: 14
Views: 6108

Re: Animated static mesh

probably want to use makestatic() if possible, to reduce edict count and packet size.
by metlslime
Tue Sep 06, 2011 4:57 am
Forum: Mapping
Topic: texture error
Replies: 8
Views: 3632

Re: texture error

So 16x16 is the smallest acceptable texture, and other valid dimensions include 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256 and so on... There is no need for a texture to be square, but both dimensions must individually be a multiple of 16.

Also, powers of 2 will look best in any ...
by metlslime
Mon Aug 22, 2011 7:42 pm
Forum: Programming Tutorials
Topic: El-Cheapo Fullbrights
Replies: 6
Views: 4389

Just wanted to mention, that some of the proposed ideas could add complexity when supporting external textures. Most (or all?) external textures were authored to use additive blending rather than alpha blending, which means if your pipeline is set up for alpha blending you will need a special case ...
by metlslime
Mon Aug 22, 2011 7:30 pm
Forum: Mapping
Topic: BSP / related engine limits
Replies: 7
Views: 3202

hmap2 and txbsp have -subdivide option to increase split polygon sizes and therefore reduce vertices. But requires engine support to know how lightmap scales to larger surfaces (I think that is the reason...).
Yeah, I think the subdivide size needs to stay how it is to support software engines ...
by metlslime
Sun Aug 14, 2011 10:36 pm
Forum: Programming Tutorials
Topic: El-Cheapo Fullbrights
Replies: 6
Views: 4389

Nice.
by metlslime
Thu Aug 11, 2011 7:18 pm
Forum: Engine Programming
Topic: Loading a TGA for a Quake model...
Replies: 22
Views: 4726

Also, fitzquake already fixed the upside-down tga bug.

One guess is, if you're working with a modified fitzquake with this feature added, there may be UV mapping issues due to the way fitzquake deals with non-power-of-two images. The UVs were probably generated with the original 8-bit texture in ...