, 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
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor'
Dunlap
Sent: September 20, 2003 6:45 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Re: Re: hl1 engine suggestions
I didn't know you could do the 'detail texture
I didn't know you could do the 'detail texture' thing. That's cool.
?:]
Detail texture add the high frecuency information that is los with low-res
captures (512x512,..). These high freceucny information is repetitivy... so you
can store has a separate 128x128 grayscale file. You combine the
Of Cale
'Mazor'
Dunlap
Sent: September 20, 2003 6:45 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Re: Re: hl1 engine suggestions
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
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
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