Rich: what about not being stuck to 3 hull sizes?
Oh yeah, totally forgot about that.
Also, I could've sworn q1bsp used 32-bit edge indices. I'm guessing it's 16-bit based on mh's statement that it has a "64K" vert max, though. Guess it's been at least a couple years now since I touched anything ...
Search found 35 matches
- Thu Dec 02, 2010 11:01 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 30295
- Thu Dec 02, 2010 3:33 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 77450
- Thu Dec 02, 2010 2:49 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 77450
- Thu Dec 02, 2010 1:36 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 30295
- Thu Dec 02, 2010 1:15 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 77450
Adding HL MDL to a PSP engine would be a bit of a mistake. You're then getting into the realm of doing a lot of software vertex calculations, and that's going to be very wasteful and limit your geometry counts severely. Maybe you can live with it, but it's going to be a huge burden on performance in ...
- Wed Dec 01, 2010 11:57 pm
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 30295
I think it's worth noting that IQM is superior to HL MDL in every conceivable way. The HL MDL format is a complete mess, although not nearly as much of a mess as the Source MDL format. IQM has a pretty small and concise spec, and implementing it should generally take a lot less time than you'd spend ...
- Wed Dec 01, 2010 9:16 am
- Forum: Engine Programming
- Topic: Direct3D 3 renderer
- Replies: 3
- Views: 1677
I vaguely remember that. I don't recall Carmack running into any actual roadblocks, though. I think he was mainly just complaining about the general API and the need to construct your own command buffers. Which I'd tend to agree was a pretty retarded approach for a generalized 3D API, though it's a ...
- Mon Nov 29, 2010 10:11 am
- Forum: General Discussion
- Topic: The Problem of Quake's Player Base Size
- Replies: 31
- Views: 7593
NQ doesn't have master servers, otherwise it would have been done a long time ago.
Oh, I see. When I mentioned "technical reasons", I was thinking more along the lines of, perhaps people want to maintain the old qspy/gamespy protocol and no one knows what the hell to communicate between the master ...
Oh, I see. When I mentioned "technical reasons", I was thinking more along the lines of, perhaps people want to maintain the old qspy/gamespy protocol and no one knows what the hell to communicate between the master ...
- Mon Nov 29, 2010 2:22 am
- Forum: General Discussion
- Topic: The Problem of Quake's Player Base Size
- Replies: 31
- Views: 7593
On the smaller scale of just making it more welcoming to people already willing to try the game on its existing merits, I'd tend to agree that in-game server browsers are probably a very important thing. I actually had one in the Quake Royale client, along with a custom master server.
I believe I ...
I believe I ...
- Sun Nov 28, 2010 10:17 pm
- Forum: Modeling
- Topic: IQM for q3
- Replies: 8
- Views: 3806
well thats a very vague and unhelpful answer... the thing is that i said before, is that I just need to load the iqms in the engine. Im mainly an artist, not too great of a programmer although i have some experience. I have the source of the engine, i have the iqm stuff, I just need to beable to ...
- Sun Nov 28, 2010 10:09 pm
- Forum: General Discussion
- Topic: The Problem of Quake's Player Base Size
- Replies: 31
- Views: 7593
I'm a bit surprised no one has really brought up the "it's ugly" issue. I don't think the superficial tendencies of the gaming populace, to flock to whatever is most visually appealing, should be underestimated. Particularly as it concerns attracting players to Quake in its original form.
There's ...
There's ...
- Sat Nov 27, 2010 11:38 pm
- Forum: Modeling
- Topic: How I can extract a model from a map?
- Replies: 10
- Views: 4187
that's what modeldecompile is for! When I mean anything I damn well mean anything .
ALSO: DON'T FORGET NOESIS, THE MODEL IMPORTSTEALFROMJAPANESECONSOLEGAMESANDMAKEGMODRAGDO- I mean STUDY tool! That can open BSPs and export OBJ files as well but i'm not sure if its scale is relative to quake units ...
ALSO: DON'T FORGET NOESIS, THE MODEL IMPORTSTEALFROMJAPANESECONSOLEGAMESANDMAKEGMODRAGDO- I mean STUDY tool! That can open BSPs and export OBJ files as well but i'm not sure if its scale is relative to quake units ...
- Sun Nov 07, 2010 3:32 pm
- Forum: News & Announcements
- Topic: News - Model converter with extensive Quake support
- Replies: 36
- Views: 56934
- Sun Nov 07, 2010 1:10 pm
- Forum: News & Announcements
- Topic: News - Model converter with extensive Quake support
- Replies: 36
- Views: 56934
I actually e-mailed Rene Post some days ago, and awesomazingly he is actually still around, and he replied. He said he'd go through his archives and find me some Delphi code to describe the mdo spec this weekend. You're welcome to the spec once he sends it over, if you'd like to make a Noesis plugin ...
- Wed Nov 03, 2010 1:43 am
- Forum: News & Announcements
- Topic: News - Model converter with extensive Quake support
- Replies: 36
- Views: 56934