RE: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cale 'Mazor' Dunlap
, 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

RE: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Tony \omega\ Sergi
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

[hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread 421621
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

Re: [hlcoders] Re: Re: hl1 engine suggestions

2003-09-20 Thread Cortex
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

[hlcoders] Re: Re: hl1 engine suggestions

2003-09-19 Thread tei
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