#10912 posted by
metlslime on 2014/05/15 22:21:53
my guess is 0.5 puts a vertex on the center of a pixel, rather then the vertex being on the corner of 4 pixels. I can't say why it's there unless it was to emulate winquake, and obviously you're saying it doesn't.
The 0.5 Change
#10915 posted by
Preach on 2014/05/16 00:37:26
Bear in mind you're gonna make some people unhappy by changing that 0.5 pixel offset - for example sock took advantage of it on some of his models to create "half-width" highlights on a skin at double the resolution the skin size normally allows details. The Quoth .mdl format ammo models are also textured with the assumption that UVs sit at the centre of the pixel - which prevents them being a pixel perfect match to the bsp versions, but they're gonna be a whole pixel adrift on the right hand edge after the patch.
If you say it's closer to winquake then that might justify it, but just be warned that the GL rules might have become the defacto standard in the mean time...even the software renderer in QME uses the centre point.
Re: 10914
#10916 posted by
necros on 2014/05/16 00:56:47
that makes a huge difference.
#10917 posted by dwere on 2014/05/16 00:58:24
God, I hate GLQuake.
Good Point Preach
#10918 posted by
ericw on 2014/05/16 01:21:34
Yeah, I guess glquake's behaviour for the texture alignment is probably more of a de-facto standard than winquake's at this point
#10919 posted by dwere on 2014/05/16 14:05:02
This "different standarts" situation is rather sad. It pretty much eliminates the idea of pixel-perfect detailing. Even if you align everything for one engine, it will look like ass on another.
Probably Should Be A Cvar Then ...
#10920 posted by
Spiney on 2014/05/16 17:43:40
Sock working on a quoth map?! Nowai
Hm
#10924 posted by
Lunaran on 2014/05/16 20:13:49
This "different standarts" situation is rather sad
I feel like I just had a discussion with someone about this.
also: yay sock
#10925 posted by
metlslime on 2014/05/16 20:58:01
if every GL-based engine uses the 0.5 offset, and QME (the only native authoring tool for quake models?) uses the same offset, then it seems like this is probably worth keeping.
Probably if you want to "fix" this you should have a cvar that can restore the behavior of all other GL engines, since a lot of content has been made now with qME and tested in a GL engine. In fact what content HASN'T been made with qME?
Incompatible
#10926 posted by
Preach on 2014/05/16 21:01:08
Yeah, glquake and winquake are just incompatible in this small way. I'd give the tiebreaking point to glquake, only because winquake alias rendering has a bunch of artifacts when it renders far away models and large polygons - the distortion is very high. It's harder to make the case for an exact standard based on an inexact renderer - even though it has seniority.
Disclaimer: I may be biased, on account of having carefully accounted for the glquake behaviour on several models and tools, not knowing that winquake behaved differently.
ps: Loving those force-field walkways sock!
Yay Sock
#10928 posted by
Drew on 2014/05/16 21:44:23
fuck, you're just so good at this!
Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago?
Also:
#10929 posted by
metlslime on 2014/05/16 21:55:00
Sock, that looks awesome.
Jesus' Ringpiece
#10930 posted by
Shambler on 2014/05/16 23:30:53
Sock, you've made look that even more fucked up and cool than what Neggers does with space maps. Sweet.
#10932 posted by
[Kona] on 2014/05/17 00:51:50
yay socks back and has been mapping all this time!
never been a fan of floaty space maps, but it looks sweet. fog is very atmospheric.
Socks New Map
has the most notes of any map I have posted on my quakeguy blog and I only posted it a couple hours ago (35 notes so far)
For An Upcoming Zdoom Jokewad Called WOOO 2
#10934 posted by
Breezeep_ on 2014/05/17 03:17:33
Sock
#10936 posted by
negke on 2014/05/17 09:28:26
Stop being the better negke!