The Quake Specifications -
http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain
the full specification of the SPR file format, providing that the format
hasn't changed since Quake. This might be easier to work with than hacking
it out of the files.
Francis DeathWish
All:
I have been able to create fog in hardware mode but not software. Has
anyone been able to create fog (or a resonable facsimilie of it) for the
software mode? If so, can you send any hints or suggestion on how to do
it?
Thanks,
Scott
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To
Is it possible to block players through something like playerclip and
allow monsters to pass through?
Currently Half-Life has:
A standard clip brush which blocks players and monsters.
A monsterclip entity-brush which blocks monsters but allows players to pass
through.
I can't seem to figure out
I have been able to create fog in hardware mode but not software. Has
anyone been able to create fog (or a resonable facsimilie of it) for the
software mode? If so, can you send any hints or suggestion on how to do
it?
Sprites, lots and lots of sprites (or using Triangle API to draw tiny
could you layer colored quads using billboard code? Wouldn't that be faster
? granted it wouldnt be as smooth as GL fog but it'd probably look similar.
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 28, 2002 11:56 AM
Subject: Re: [hlcoders]
probably safer just to use sprgen.exe source.
I'm fairly sure the format has changed somewhat, considering Quake used a
global palette whereas in HL it's per-texture/sprite
- Original Message -
From: Francis DeathWish Woodhouse [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday,
It would probably be rally slow though, TriAPI slows down like crazy
with large additive transparency sprites.
Persuter
At 12:26 PM 10/28/2002 -0500, you wrote:
could you layer colored quads using billboard code? Wouldn't that be faster
? granted it wouldnt be as smooth as GL fog but it'd
fill rate and software blending are probably the main problems here, which
is probably the reason why software fog doesnt exist
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 28, 2002 6:18 PM
Subject: Re: [hlcoders] Fog in Software Mode?
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I
recompiled my mod with no errors, but the resulting modules no longer run. It either
core dumps, or I get the missing API
need to install gcc-2.96 and change the make file
I had the problem recently
/me huggles MDK9.0
- Original Message -
From: Matthew Lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 28, 2002 6:33 PM
Subject: [hlcoders] Unable to run libraries made with gcc3.2 under RH8.0
Has anyone been able to compile and run their mod using gcc3.2 under
RH8.0? I recompiled my mod with no errors, but the resulting modules no
longer run. It either core dumps, or I get the missing API error. I've
tried compiling with both gcc and g++ with the same results.
Run the dedicated
Not a real programming solution, but a trigger_push with a push equal to the
players walk speed, 270. And I believe a monster clip brush just stops
nodes from connecting to eachother, or so I've heard.
Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/
-
Actually, a monsterclip entity-brush does a full block on monsters. They
can't go through it, even if they were pushed towards it's direction.
That trigger_push idea might be good to experiment with. Thanks.
-Sniper
- Original Message -
From: Caleb 'Ghoul' Delnay [EMAIL PROTECTED]
To:
Is it possible to block players through something like playerclip and
allow monsters to pass through?
Currently Half-Life has:
A standard clip brush which blocks players and monsters.
A monsterclip entity-brush which blocks monsters but allows players to pass
through.
I can't seem to
The water-hack fog seems to work pretty well in Software Mode.
Michael Shimmins
fill rate and software blending are probably the main problems here,
which is probably the reason why software fog doesnt exist
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL
The water-hack fog seems to work pretty well in Software Mode.
Except for the sounds becoming muffled (which is an engine water effect),
and forcing you to modify the water physics to behave like land physics.
Jeffrey botman Broome
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To
You don't actually have to do that, nor do the sounds seemed muffled.
By just tricking the client into thinking you are in water, the engine
doesn't do the standard stuff it would other wise do.
We got water fog happening with about 3 lines of code modification on
server side, and a bit of
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