I didn't know you could do the 'detail texture' thing. That's cool.

But with scrolling textures and stuff, that's pretty much already taken
care of, albeit a little tougher. Its done using individual images, so
it all depends on the framerate set by the graphics artist.

I would like to use things like rscripts, they seem to be a little nicer
both on memory and performance compared to literally 'flipping' the
image like a flipbook.

I'm sure valve is pretty much scrapping the HL1 engine now that HL2 is
comin out, maybe they'll make some modernizations to it, but that's most
likely going to be about it. HL2 supports shaders and all that neat
stuff, so if you DO want to use shaders and things, HL2 is gonna be nice
for that. Hell, HL2 is gonna kickass to begin with ;)

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Friday, September 19, 2003 6:53 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Re: hl1 engine suggestions

Hello Cale,

Saturday, September 20, 2003, 1:17:07 AM, you wrote:

CMD> Not Quake 1 graphics engines, which HL1 was based on. No shaders...
yes
CMD> Quake 2, but they only used parts of the netcode of the Q2 engine.

Thats doest not matter.

99% Quake2 or Quake1 engines implement, can be theoricall exist for
Half-Life. Example: rscripts.

A rscript is a file that set/reset flags for textures, example:

waterfall
{
  scroll  0 -4
}

With that this texture will scrolldown at a speed of 4.

Is this imposible or posible with half-life? Its this usefull?

Other example:

sand
{
  detailtexture grain.pcx
}

wood
{
  detailtexture fiber.pcx
}


This also work for models:


model/2hand.mdl
{
  shadow 0
}

model/lavaball.mdl
{
  fullbright 1
}

rscripts where supported for both, quake1 and quake2 based engines.

My later email whas not about the "genesis" problem, but about my
suggestions, but because my english suck...


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