 Kinn
#27197 posted by mankrip on 2016/02/22 14:41:53
Molten mapping already takes care of that, in a much better way.
 Scrolling Textures
#27198 posted by ijed on 2016/02/22 15:33:28
Have always been an edge case thing, used for weird tricks here and there, like machinery, visual effects and the classic 'train rushing through a tunnel but not really moving' effect.
Someone will always be able to think of something to use it for.
#27199 posted by Kinn on 2016/02/22 15:52:44
Molten mapping already takes care of that
I'm tempted to say "a-whu-what now?" but I actually do remember some postings of flowing lava - had no idea that was your engine - cool beans.
 Scrolling Textures
#27203 posted by madfox on 2016/02/22 21:57:33
I just can't think of regular environment details that would be improved by scrolling textures
On the other hand I am attracted to them, as they can improve the environnement. I would love it to see a map with more then four sky types, or animating monster skin textures.
Set me on the train if I can unlock the button.
I would love to make a speeding train level. I have a few ideas on how to do it.
 MadFox
#27205 posted by mankrip on 2016/02/22 23:24:45
Slightly unrelated, but yesterday I've raised the BSP texture frames limit to 100, and added support for the +number naming convention anywhere. This allows for textures like {fencepants+18b , for example.
 0_0
#27206 posted by adib on 2016/02/23 00:37:18
I need animated fences!
About scrolling, remember those Q3A scrolling neon trims?
 Mankrip
#27207 posted by madfox on 2016/02/23 00:39:10
Great you're upgrading the bsp compile code!
I've made a map with four turning skyboxes, in the way that it are large static entities. It perfomes some kind of changing period within one map.
Only min point is that I can't overcome the 240 frames on 0.1 sec so it still some kind of fast movement. If the frame limit of 256 could be passed it would look like the original Q2 standard.
#27208 posted by adib on 2016/02/23 00:39:41
On an unrelated request, I really think you should reconsider colored lights. Warm hearted.
#27209 posted by mankrip on 2016/02/23 01:26:51
MadFox: It's in-engine only, actually. But indeed, the BSP compiler would need some changes to include all extra frames without manually applying each frame in the map editor.
Adib: It's been a very long time since I've played Q3A. I gotta remember to take a look at it again.
I'm slowly thinking about colored lights, and should implement them after figuring out an optimal way. I already have a good idea that may work well, and will try it when possible.
 MadFox
#27210 posted by mankrip on 2016/02/23 01:40:02
I think a func_wall with the .avelocity field set may work way better for what you're doing.
A proper solution would be a more flexible skybox system. Mine is full of bugs yet.
 Compared Rotation
#27211 posted by madfox on 2016/02/23 02:07:48
That's what I also thought, but the func_wall acts rather bumpy compared to the static_entity.
#27212 posted by necros on 2016/02/23 03:11:31
mankrip, that reminds me. an absolute must for all engines is full floating point for angles and not shorts!
 #27211
#27213 posted by mankrip on 2016/02/23 03:32:21
That doesn't look like shorts. This reminds me that the FitzQuake .85 protocol still uses single bytes for some kinds of angles, but I can't remember which.
#27214 posted by necros on 2016/02/23 03:36:02
yeah sorry, they are unsigned bytes. either way, it ends up that there are actually less values (255) than angles which... ok, I know they were trying to pack in a lot of date into as small as they could, but it looks baaaad. :(
 Shorts?
#27215 posted by madfox on 2016/02/23 05:39:34
The func_wall rotation goes with a info_not null avelocity "0 1 0", while the static_entity turns 240 frames self.nextthink = time + 0.1;.
I think the func_wall only counts degrees while the static entity rolls more smoothly.
#27216 posted by mankrip on 2016/02/23 06:27:06
Shorts uses 16 bits, while bytes uses 8. 8 bytes contains 256 values, while shorts contains 65536.
360 / 65536 = 0.005493164
A short has roughly 5 milidegrees precision.
The 240 frames you speak of may be because the vanilla angle-to-byte algorithm floors the values twice � first before encoding, and then again during the integer division:
((int)f*256/360) & 255
A more accurate 8-bit encoding is:
(int) (f * 256.0f / 360.0f) & 255
This should give the full 256 values for angles.
Anyway, the immediate issue at hand is that the FQ 0.85 protocol still uses some 8-bit angles.
 Brutalism
#27217 posted by adib on 2016/02/24 19:04:09
is a trend, so people are calling "brutalism" any exposed concrete or anything that even just "feel brutal".
 Brutal.
#27218 posted by Shambler on 2016/02/24 20:14:06
Is what I did to your mom the other night. No lube, no mercy. HTH.
#27219 posted by adib on 2016/02/24 23:39:20
Any concrete involved?
#27220 posted by Spirit on 2016/02/25 00:09:30
He couldn't get hard without.
 On Animated Textures
A 'living' texture set (e.g. breathing walls, bleeding brick mortar, spiders escaping orifices), with a lovecraftian feel would be great.
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