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This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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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. 
Green Shift 
Looks Nice ROQ :) 
 
The 0.5 Change 
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 
that makes a huge difference. 
 
God, I hate GLQuake. 
Good Point Preach 
Yeah, I guess glquake's behaviour for the texture alignment is probably more of a de-facto standard than winquake's at this point 
 
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 ... 
 
Cloudy Pixels 
 
Sock working on a quoth map?! Nowai 
Sock 
Keep it burning! 
Hm 
This "different standarts" situation is rather sad

I feel like I just had a discussion with someone about this.

also: yay sock 
 
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 
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! 
SOCK IS BACK 
HAIL SOCK 
Yay Sock 
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: 
Sock, that looks awesome. 
Jesus' Ringpiece 
Sock, you've made look that even more fucked up and cool than what Neggers does with space maps. Sweet. 
Was Gonna Say 
Kind of a Negke vibe. 
 
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 
Glad To See 
sock is back 
Sock 
Stop being the better negke! 
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