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Orange Light Sphere 
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls? 
 
that's actually not part of quoth. simply set 'gl_flashblend' to 1. 
 
No. Set it to 0. 
+gl_flashblend 1 
to the *.bat file, ok, thanks 
 
whats the best +r_wateralpha settings to have transparent glass but not broken lava/slime pls? 
 
+gl_flashblend 1 to the *.bat file, ok, thanks

Like negke said: no, set it to 0. 
 
he says he wants the orange light sphere though. 
I Know 
But it's silly at best. 
Got Distorted Blurry Slime/lava In Quoth 
any idea how to fix it pls? 
To The *.bat File 
Why would you wanna place gl_flashblend command to the batch file?

Just place it to your autoexec.cfg file

i know to each his own, but 
 
That's probably my fault. I knew what I meant, I just typed it wrong.

http://www.celephais.net/board/view_thread.php?id=1&start=27381&end=27381 
 
hey guys,

Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?

I would love to be able to make maps with triangular geometry, terrain / rocks would be so much simpler. 
You're Free To Use As Many Triangle Brushes As You Want 
 
 
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry. 
 
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?

It's a fundamentally different way of thinking of geometry. A brush is a convex solid defined as the intersection of planes.

It's a complex topic, but the gist is that back in 1996, for the particular game they were making, and the way they processed the world to be efficiently rendered in their bsp-based engine, it was better to make the world out of brush primitives than triangle soup. 
Old #tf Discussion 
quads produce better edges, smoother transitions and create better floor sections for players

the only time you triangulate is for tricky edge splits 
 
going off at a tangent, but I would love to know who decided to call them "brushes" and why. 
 
I always thought rectangular brushes were used only for editing because boxes would be easy to draw and visualize and then everything was broken down into triangles when the map was compiled for playing. 
@Rick - Not Quite 
The "brush soup" is compiled into a bsp tree. Not a triangle soup filtered into a bsp tree - no, the visible surfaces are literally dividing planes in the bsp tree.

The software renderer draws the bsp surfaces directly and does not further break them into triangles.

Someone correct me if this is innaccurate 
@czg 
Is it the tools that lack then or the way I'm using them?

Because if I vertex manipulate geometry into triangles rather than quads, the compiler inevitably spits shit tonnes of errors at me.

And I'm not about to start hand editing maps in text editors.

@Rick I'm pretty sure that happens on a hardware level anyway. 
 
going off at a tangent, but I would love to know who decided to call them "brushes" and why.

+1 
Shamblernaut 
Are you using WorldCraft/Hammers's "Allow me to produce garbage brushes on vertex manip" feature by any chance?

Radiant or Trenchbroom (if you're a beginner use Trenchbroom ) should be better. 
 
Oh btw, GL engines do triangulate the visible geo because that's what you need to feed to the graphics card, but those horrible things shouldn't be spoken of when talking about Quake's original tech. 
 
The only thing that uses quads in vanilla Quake is the .spr sprite renderer.

Brush faces aren't limited to quads, they can have dozens of edges as long as the resulting shape is convex.

In fact, the only Quake game that uses quads for 3D geometry is the Sega Saturn port of Quake, because the Saturn's GPUs only supported quads and also because that port uses the Slavedriver engine, not the Quake engine. See some videos of that port, and you'll see how distorted its surfaces became due to using quads.

#27418: It's more complicated than that. There are nodes, leafs, vertices, edges, planes, faces and surfaces (similar names, different things).

In objective terms, the BSP format is suited for drawing static geometry with nearly zero overdraw. That's what it was created for. 
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