You Are In An Ambivalent Place
#863 posted by
ijed on 2015/01/28 23:51:31
For Minecraft, but I like those. I'm guessing the wood near the lava isn't really wood.
The images also point out the problem I had - Minecraft is material based stone = stone floor. For quake, there are lots of floors made from stone. So choosing which to use was what made me give up / do something else.
Also, metl - I clicked the like link above but it didn't work?
Should I post in Site Help?
MineQuake
#864 posted by
Kinn on 2015/01/29 00:01:47
needs more GL_NEAREST_MIPMAP_LINEAR
come on, get yer pickles together man
Yes
#865 posted by
ijed on 2015/01/29 00:59:28
Or else you'll be in a bit of a pickle.
#866 posted by
necros on 2015/01/29 06:03:20
c'mon guys, don't be sour about it.
MineQuaft
#868 posted by
Kinn on 2015/01/30 15:12:05
I mustard mitt that a map jam along the lines of "set grid to 32, and no non-orthogonal angles allowed" could be quite the lol.
Texture MineQ MAJ
#869 posted by
FranckQ on 2015/01/30 15:21:14
I understand what you're trying to tell me ...
Texture MineQ Help
#873 posted by
FranckQ on 2015/01/31 16:39:41
Recommend ?
#875 posted by
FranckQ on 2015/01/31 19:11:19
U have a recommendations ?
Quakespasm Forever 'till I Die !
#877 posted by
Barnak on 2015/01/31 19:38:48
On OS X, Quakespasm is the way to go !
Texture MineQ Help
#878 posted by
FranckQ on 2015/01/31 19:52:10
same problem on Fitz Darkplaces Quakespasm etc...
I'll shoot myself :D
Hmmm
#879 posted by
Kinn on 2015/01/31 20:28:51
ok, I'm guessing those are external textures and way brighter than quake textures, so they looked all burned out under normal quake lighting?
#880 posted by
metlslime on 2015/01/31 20:50:01
Looks like the same textures in both shots
Fitz/ QS don't even have rtlights so maybe it's a problem with the actual light maps versus the rt approximation not matching.
MineQ
#881 posted by
FranckQ on 2015/01/31 21:39:52
I have to write a texture pack I suppose, or other solution is possible ...
MineQ
#882 posted by
FranckQ on 2015/02/01 15:40:55
i have fixed problem. Thanks for support.
#883 posted by
Lunaran on 2015/02/14 06:23:19
What is the purpose of modelheader->size in the .mdl format? Not the scale vector, but the single float that gets written last. Modelgen seems to populate it with the average triangle surface area - does Quake use this information for something?
#884 posted by
ericw on 2015/02/14 07:30:03
The engine multiplies it by this:
#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
// normalizing factor so player model works out to about
// 1 pixel per triangle
GLQuake doesn't seem to use the resulting value at all; Quakespasm definitely doesn't.
Software uses it in R_AliasCheckBBox:
https://github.com/id-Software/Quake/blob/master/WinQuake/r_alias.c#L238
Maybe someone who knows the software renderer can tell what's going on there, I can't make any sense out of it!
#885 posted by Spike on 2015/02/14 08:14:45
software rendering has two ways to draw a model.
1: either using spans
2: just subdividing each triangle and drawing a singleish point in the middle of it.
method 1 is more correct. method 2 is faster when its further away.
method 2 has the side effect of rounding the model outwards resulting in (most noticably players) being larger when distant. this makes them easier to spot than in gl (when running at the same res), and is imho one of the two reasons that people used software rendering over gl in quakeworld for so long.
The engine needs some easy way to determine which method to use, hence that header field.
#886 posted by
metlslime on 2015/02/14 22:01:28
also probably why the ring of shadows "eyes" model is easier to see in software mode
Framegroups And Sync
#887 posted by
Lunaran on 2015/02/22 06:53:19
I know synctype is almost entirely unsupported, and any static entities with an autoplayed framegroup will be visibly synchronized.
If you were to use a model with framegroups on a thinking entity, would the group cycle start at 0 when .frame is set to the index of the framegroup, or is framegroup playback always strictly mod(time)?
yes, I am actually wondering how viable it is to pack extra frames into an mdl, how did you know