I'm guessing he means that flickering, strobing or pulsing lights are very atmospheric in a SP game, but in a bright, fast MP game like Q3 they are at best unnecessary and at worst annoying :E
#197 posted by gb on 2010/09/15 11:17:33
that is true, but when we talk about using q3bsp for q1 SP, the lack of lightstyles is a minus point.
#198 posted by gb on 2010/09/15 11:24:34
eep, double post, but:
we did some talking about this internally, and it seems q2bsp would be a better candidate to base a new bsp format for Quake on.
Surface flags, for one.
q2bsp is also technically similar to q1bsp, I hear.
So theoretically, you could take q2bsp and add patches from q3bsp. I think. I'm no expert on these things.
Of course anyone could simply go and map for a newer game, where features like these are a given. If you want Quake monsters and weapons, you can still finish Shambler's Castle and use idtech4. The Doom3 Hell maps (the ROE Hell themed MP maps as well) are more Quakeish than Quake, I think.
Why reinvent the wheel. Maybe Quake is just too old.
I Wish Quake Could Use The Q3 Bsp
#199 posted by
Rick on 2010/09/16 01:52:55
If it were possible to use the actual bsp part from Q3 with Quake maps that would be incredible. I have both a Q3Arena map and a Quake map in progress and the difference between the two with respect to how the brushes get chopped up is ridiculous. I'm pretty sure the quake map r_speeds would get reduced to 1/3 or less if BSPed like Q3.
#200 posted by
necros on 2010/09/16 02:12:42
well, from what i understand, isn't this what darkplaces does? it can load a q3bsp map file with q1 progs and such.
#201 posted by gb on 2010/09/16 03:07:14
Yeah, I think so. Try Darkplaces or FTE.
#202 posted by
Spirit on 2010/09/18 14:06:02
#203 posted by gb on 2010/09/18 15:41:16
This is a pretty good find Spirit, thanks for the link.
So "no light styles" isn't strictly true. Hmm.
#204 posted by
megaman on 2010/09/19 11:27:05
as dp only has basic shader support, i guess these aren't supported?