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Posted: Sun Jul 18, 2010 4:39 am
by Hazematman
ok I searched all the source code and msurface_t is used, but how would I divide it by 3. My thoughts are something like this:

Code: Select all

if(loadmodel->bspversion == HL_BSPVERSION) {
	msurface_t / 3;
}
but that doesn't seem to work, can someone tell me how im supposed to divide it?

Posted: Sun Jul 18, 2010 4:53 am
by gnounc
...my last post was for ceriux...must have wrong tabbed. bleh

Posted: Sun Jul 18, 2010 6:38 am
by Spike
for (i = 0; i < loadmodel->numsurfaces; i++)
loadmodel->surface.lightofs /= 3;
basically.

msurface_t itself is just a struct type.
Ideally you would find some way to place the division in Mod_LoadSurfaces or something...

Posted: Sun Jul 18, 2010 6:41 am
by Downsider
If you're modding Kurok, you're just a memcpy away from getting the full light support, since Kurok supports full color lighting.

Posted: Tue Jan 25, 2011 6:50 pm
by ceriux
fits doesnt support step 8 so im putting it in here, do you think that will work? it seems to be a similar function.

/*
================
VID_Gamma_Init -- call on init
================
*/
void VID_Gamma_Init (void)
{
vid_gammaworks = vid_3dfxgamma = false;

if (strstr(gl_extensions, "WGL_3DFX_gamma_control"))
{
wglSetDeviceGammaRamp3DFX = (RAMPFUNC) wglGetProcAddress("wglSetDeviceGammaRamp3DFX");
wglGetDeviceGammaRamp3DFX = (RAMPFUNC) wglGetProcAddress("wglGetDeviceGammaRamp3DFX");

if (wglGetDeviceGammaRamp3DFX (maindc, vid_3dfxgammaramp))
vid_3dfxgamma = true;

Con_Printf ("WGL_3DFX_gamma_control found\n");
}

if (GetDeviceGammaRamp (maindc, vid_systemgammaramp))
vid_gammaworks = true;

Cvar_RegisterVariable (&vid_gamma, VID_Gamma_f);

Build_Gamma_Table ();
}
seems adding this into fitz quake is hard... -.- my build failed...

Posted: Wed Jan 26, 2011 9:44 pm
by Baker
ceriux wrote:seems adding this into fitz quake is hard... -.- my build failed...
I am thinking about doing this for you tonight. Plus the clock preicision fix [don't ask] and adding a slightly beefed up "frag machine camera modification" to it.

Posted: Thu Jan 27, 2011 4:03 am
by ceriux
sweet baker your awesome!

Posted: Thu Jan 27, 2011 4:06 am
by Baker
ceriux wrote:sweet baker your awesome!
You've done plenty of stuff for me. Karma cuts both ways :D :D

Posted: Thu Jan 27, 2011 12:37 pm
by Baker

Posted: Thu Jan 27, 2011 2:01 pm
by Spirit
Careful! If you baker your awesome it might crumble to ashes and dust. This is even worse if the substance is already sweet, so if you are sweet, sweet bakering might be even worse.

Posted: Thu Jan 27, 2011 6:10 pm
by ceriux
thanks =)

btw it worked great =D

Image

Posted: Fri Jan 28, 2011 9:37 pm
by Rikku2000
what about alpha textures?

Image

Posted: Fri Jan 28, 2011 9:48 pm
by ceriux
they dont seem to be working for me either (i used tga's as a work around for the missing alpha support on the hlbsp implementation) and that didnt seem to work either. i have a thread here

Posted: Fri Jan 28, 2011 11:15 pm
by Baker
I won't be adding alpha texture stuffs into this tutorial --- too many changes --- but I will likely add it the "FitzQuake Plus (Windows)" engine I made for Ceruix at some point once I understand for sure what he wants in another thread.

I already added that feature to Engine X (Windows). (image)

Posted: Fri Jan 28, 2011 11:27 pm
by Mexicouger
ceriux wrote:thanks =)

btw it worked great =D
Kinda curious... How did you get those bricks in there? Is that just a brush with a texture on it?