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Things that need to be full light [not player.mdl >:P]

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  • metchsteekle
    replied
    Originally posted by Neil View Post
    you only need to include bolt2.mdl for shaft, as bolt1 and bolt3 are useless and you will never see them in game
    i beleave bolt.mdl is the shamblers projectile,and bolt3.mdl is Chthon's weakness

    i also found that s_light.mdl needs full light as well [the lightning that form between the shambler's hands]

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  • Neil
    replied
    you only need to include bolt2.mdl for shaft, as bolt1 and bolt3 are useless and you will never see them in game

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  • R00k
    replied
    Ask Baker to add "TEX_FULLBRIGHT" support to gl_Upload8.
    In clients like FitzQuake, Qrack, DP,etc.. it will check to see if the actual texture has values greater than 224 when the model is loaded. If so it runs the texture back through upload8 creating a fullbright MASK that is later rendered as fb_texture.

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  • Spirit
    replied
    Ah, of course multiplayer. =)
    Good luck!

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  • metchsteekle
    replied
    Originally posted by Spirit View Post
    Why not use Fitzquake?
    because Fitzquake gives me that dynamic lights = low fps thing
    and it kinda ruins it without dynamic lights [nothing flashes etc.]

    also, ProQuake has a lot of multi-player enhancements

    and anyways, his is my own exploration and experiments of/with engine code
    Last edited by metchsteekle; 02-23-2009, 03:46 PM.

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  • Spirit
    replied
    Why not use Fitzquake?

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  • Things that need to be full light [not player.mdl >:P]

    if you go through the source you will find a part along these lines:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl"))
    or in proquake source:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/bolt.mdl"))	// JPG 3.20 - LG should be fullbright too
    so i went through and looked for all the things that need this so i got:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/bolt.mdl") || !strcmp (clmodel->name, "progs/w_spike.mdl") || !strcmp (clmodel->name, "progs/k_spike.mdl") || !strcmp (clmodel->name, "progs/laser.mdl") || !strcmp (clmodel->name, "progs/lavaball.mdl") || !strcmp (clmodel->name, "progs/bolt3.mdl") || !strcmp (clmodel->name, "progs/bolt2.mdl"))	// JPG 3.20 - LG should be fullbright too meTch - and lasers and lavaballs and wizardspikes and bolt2/3s and hellknightspikes maybe shalraths voreball?
    just one of my lilo nitpicks to make glquake like winquake i guess

    ...

    so, did i miss anything??|
    (no, seriously did i?)
    Last edited by metchsteekle; 02-22-2009, 06:51 PM. Reason: oh ya ... STAINMAPS /:O
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