Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: Eiii on January 06, 2005, 10:28:49 AM
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The caustics are great, but there's a small bug with them. They show up on all sides of the walls that are in water, which is usually okay, except when it's a "tunnel" of water.
Look in 2fort5, it's pretty obvious.
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Not really much I can do about that -- if the surface is underwater, it gets caustics. :)
With the new map format, however, I might use "caustics maps" that allow for controlled levels of caustics on surfaces.
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New map format? like, not BSP anymore, or just the new engine?
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Haven't decided if I'm going to use BSP trees or not. Read here for more details: http://www.quakesrc.org/forums/viewtopic.php?t=4229
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Use Gmax, or i will kill you. Gmax owns all.
OOH! OOH!
Since Gmax doesn't use polygons, you can have it render the polygons in-game. Then, there could be a option, to have detail. Then, you can still put most of the power in the graphics card, and the people with crappy ones can just turn it down.
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gmax doesn't use polygons? o.0
I do plan to have scaleable LOD so that people can adjust the detail level.
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It just uses tons and tons. and tons. Have you ever used gmax?
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A little... I'm pretty sure you can control the polygons. Wonder if it can export ASE.
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Can Q2 render ASE?
And what is ASE?
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No.
3dsmax's ASCII export format.
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I saw somewhere a version of Q2 that rendered Q3 mapfiles... if you had Q3. It was hosted on planetquake, you should check it out, jits.
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It's like $3k to license the q3 map compilers.
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We can totally raise the money.
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Meh, I don't think it's worth it -- the q3 level format isn't THAT big of an advancement over q2's. Besides, Carmack is open-sourcing Quake3 soon.
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Until then, work on the engine thingy. It'll do for now.