 Orange Light Sphere
#27400 posted by Jaromir83 on 2016/03/28 13:30:59
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls?
#27401 posted by necros on 2016/03/29 00:36:22
that's actually not part of quoth. simply set 'gl_flashblend' to 1.
#27402 posted by negke on 2016/03/29 07:00:10
No. Set it to 0.
 +gl_flashblend 1
#27403 posted by Jaromir83 on 2016/03/29 08:58:49
to the *.bat file, ok, thanks
#27404 posted by Jaromir83 on 2016/03/29 09:22:37
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.
#27406 posted by metlslime on 2016/03/29 10:53:18
he says he wants the orange light sphere though.
 I Know
But it's silly at best.
 Got Distorted Blurry Slime/lava In Quoth
#27408 posted by Jaromir83 on 2016/03/29 12:30:06
any idea how to fix it pls?
 To The *.bat File
#27409 posted by spy on 2016/03/29 15:15:59
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
#27410 posted by Rick on 2016/03/29 15:35:16
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
#27412 posted by czg on 2016/03/30 20:15:35
#27413 posted by metlslime on 2016/03/30 20:20:13
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry.
#27414 posted by Kinn on 2016/03/30 20:23:11
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
#27416 posted by Kinn on 2016/03/30 20:32:20
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
#27417 posted by Rick on 2016/03/30 20:59:32
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
#27418 posted by Kinn on 2016/03/30 21:20:16
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.
#27420 posted by PuLSaR on 2016/03/30 21:26:42
going off at a tangent, but I would love to know who decided to call them "brushes" and why.
+1
 Shamblernaut
#27421 posted by Kinn on 2016/03/30 21:31:17
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.
#27422 posted by Kinn on 2016/03/30 21:36:07
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.
#27423 posted by mankrip on 2016/03/30 22:23:52
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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