Search found 11 matches
- 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...
- Sun May 08, 2005 2:24 am
- Forum: ID Tech
- Topic: Noob modding question
- Replies: 8
- Views: 4773
- Sat May 07, 2005 7:56 am
- Forum: ID Tech
- Topic: Advanced Portal and Hinting Optimization Tutorial
- Replies: 36
- Views: 114017
- Thu May 05, 2005 9:53 pm
- Forum: ID Tech
- Topic: Map on the go...Radiant without Quake
- Replies: 17
- Views: 7282
- 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...
- Sun May 01, 2005 9:55 pm
- Forum: ID Tech
- Topic: experimental q3map feature: brush content control
- Replies: 6
- Views: 4658
- 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...
- 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...
- Sat Apr 30, 2005 8:41 pm
- Forum: ID Tech
- Topic: One question...One problem
- Replies: 15
- Views: 7552
- 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...
- 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 ...