El Tue, 19 Aug 2003 17:54:40 +0200 Marco Leise <[EMAIL PROTECTED]> dijo:
> > I have ear about some compiling utility that work like your altered > > vis code (but will hidde also walls..(and for a old BSP version). > > ).. I fear If you profile your mod the fakevis function will be the > > big dog. > > > hehe, first of all it isn't MY code, it is Flayra's. *g* (Have never > seen him show up here, but well, it's the guy who invented Natural > Selection) > Cool Mod. Anyway Its more confusing for than q2 gloom or q1 TeamFortress. I think the problem the BSP based arquitecture is not really good for this tipe of game. A terrain engine can be better. Sad that Valve has not add some support for heighfields with collision detection. This unable to make mods like "Tribal2" or "Battlefield 1942" games in a cool way. To add a heighfield to Half-Life you need to add code to check heighfields in every collision related code, in pointcontents... slighty boring, but not really hard. Not like adding Doom3 lighting, that is slighty hard, but posible. Its Half-Life1 engine frozzen in time? Its cool that Half-Life support soo old hardware, this way tons of computers at cyberlocal, etc... don't need to update to newer 3D cards or faster harddisk. > > Humm... > > If you have 2 models with 3 dif skins, its like to have 6 differents > > monsters. > > You can have 3 models with 8 diff skins, and will look like 24 diff > > monsters... IMHO. > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

