Search found 11 matches

by reyalp
Fri Jul 08, 2005 8:19 pm
Forum: ID Tech
Topic: John Carmack's Blog
Replies: 34
Views: 15670

He's not exactly what you'd call a captivating writer. I find his writing, both on rocketry and software, to be clear, well reasoned and as easy to read as the subject allows. When the content is also of interest, that makes for good reading, IMO. Just because you aren't interested in the topics do...
by reyalp
Sun May 08, 2005 2:24 am
Forum: ID Tech
Topic: Noob modding question
Replies: 8
Views: 4773

by reyalp
Sat May 07, 2005 7:56 am
Forum: ID Tech
Topic: Advanced Portal and Hinting Optimization Tutorial
Replies: 36
Views: 114017

Here's a quick example of the hint/subtlehint thing I mentioned: http://www.worldwidegaming.org/modules.php?name=Forums&file=viewtopic&t=30 The common shaders distributed with radiant have gone back and forth between including 'surfaceparam hint' in the common/hint shader. It is desireable t...
by reyalp
Thu May 05, 2005 9:53 pm
Forum: ID Tech
Topic: Map on the go...Radiant without Quake
Replies: 17
Views: 7282

Indeed, almost all the disk usage of q3 is in the assets, the code is only a few megs.

If you have an idea of what assets you will want beforehand, you could include only those. This isn't such a hard thing, if you know what sort of theme you are making beforehand. But disk space is cheap too...
by reyalp
Thu May 05, 2005 6:34 am
Forum: ID Tech
Topic: another q3map hack: per-entity patchmeta and subdivisions
Replies: 1
Views: 2506

another q3map hack: per-entity patchmeta and subdivisions

Cross posted from q3map2 forums. Download: http://www.worldwidegaming.org/developer/reyalp/q3map-reyalp-2.zip Info: You can use the keys _patchmeta and _patchsubdivisions to control how patches in a given entity are compiled. More details in the readme. This is experimental, use at your own risk. Th...
by reyalp
Sun May 01, 2005 9:55 pm
Forum: ID Tech
Topic: experimental q3map feature: brush content control
Replies: 6
Views: 4658

Kat wrote:yup, that's the problem I meant, water changing becasue it reads the nodraw 1st.
In that case, yes. You could make a prio -1 nodraw and use it on water, fog etc. Of course, you could also make nodrawfog and nodrawwater and get the same result.
by reyalp
Sun May 01, 2005 9:53 pm
Forum: ID Tech
Topic: other engines (vis question)
Replies: 3
Views: 3592

Also, remember that quake3 was designed around hardware that only did texture mapping in hardware (with 2 texture units, if you were lucky). Taking advantage of modern video card features requires engines to be written differently, and opens up a whole lot of options. A q3 engine map showing 30k tri...
by reyalp
Sun May 01, 2005 12:20 am
Forum: ID Tech
Topic: experimental q3map feature: brush content control
Replies: 6
Views: 4658

interesting.. so I guess this solves (at least in part) the old fog and water brush problems? If you mean having the contents change because you have, say nodraw on a side of your fog or water brush, yes. If that isn't the problem you are referring to, maybe you could describe it in more detail. My...
by reyalp
Sat Apr 30, 2005 8:41 pm
Forum: ID Tech
Topic: One question...One problem
Replies: 15
Views: 7552

If you are getting 'entity leaked' it means you have an entity whose origin is in structure. This isn't the same as 'map leaked', and as far as I can tell, isn't really a problem. Some entities will not do what you want if they are embedded in structure.
by reyalp
Sat Apr 30, 2005 8:27 pm
Forum: ID Tech
Topic: Advanced Portal and Hinting Optimization Tutorial
Replies: 36
Views: 114017

Nice work obsidian :icon14: Another thing I found useful, is to have two different hint shaders, one with surfaceparam hint, and one without. This gives you finer control of how far your hints split (brushes with surfaceparam hint split before normal brushes). I call the one without surfaceparam hin...
by reyalp
Sat Apr 30, 2005 8:14 pm
Forum: ID Tech
Topic: experimental q3map feature: brush content control
Replies: 6
Views: 4658

experimental q3map feature: brush content control

I posted this over on the q3map2 forum, but it might be of interest to some people here as well. http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11906 Problem: Some shader keywords (such as nonsolid, *clip, liquid, and so on) affect the contents of a brush rather rather ...