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@-dumptrunk_ds 
I wsa talking about the tutorial section.
The forum works, but all tutorials are gone.
tutorial section

My question is just:
why does a computer show a broken link, while a mobile shows all.
I feel like a Rolling Stones song: "Hey you get off of my cloud!"
At least if the cloud seems the answer for it. 
 
Is there any particular reason water brushes aren't lit by lightmaps? It doesn't move and was fully opaque in the original renderer. 
Metlslime Lol 
now that would be truly oldschool

FMV sucks 
#31012 
Use -splitturb in the BSP compiler. 
Madfox 
May be your outdated OS/Browser. 
Can't Imagine 
If people from the site complaining they're gone it can't be my browser.
Sometimes I end up with another forum board index while all links leave blanc, other times there is just the php440 error.

You can look for yourselve to be sure, but it isn't my browser outdated. Brings me back to the phenomenon why a mobile has another attachment to the web then my solid computer. I have asked it on different sites, but no one seems to have an idea what is the cause.
I shouldn't be talking here about other sites problems.

Maye ask the question in the Site Help toppic.
:P 
MadFox 
Chrome in Android uses cached web pages by default. The page may still be in Google's servers despite being erased from the original server.

Your ISP may also be caching things. 
Ah! 
Good to find the reason afterall.
It was a good opportunity to save them.
So much goodies get lost.
Thanks for the explanation! 
Celeryphais 
Om nom nom :3~ 
So Basically Bal's 
related to molag bal 
Kinn 
have some weird relation with Kynreeve demons,
hens the bestst levels ever

no offence 
3D Models 
I had a quick look at the models from Quake 2 and saw that whoever did them at id Software did a good job overall with the topologies foe the majority of the animated models, but I have yet to find the Quake models. It seems the topologies for the models are equally slick and efficient in execution, but I just need to find somewhere I can have a look at them for studying. If this is illegal to ask for delete posg 
3D Models Part 2 
I hate typing on a cellphone btw. 
 
They are in the pak files 
Sean's Better Quality Sounds For Quake (NEW UPDATE!) 
I did it guys! I updated the mod. It shouldn't be ear-piercing anymore. Give me feedback. PAK files are also now included. Thanks for your patience. Let's not make this thread another argument about source-ports, okay?
http://bit.ly/seans-better-quality-quake-sounds 
LOL 
someone will find something to disagree about here...

congrats on the release. 
NO BIT LY LINKS 
 
What 
Why do you hate meeeeee 
Well.., 
Most anonymous users hate personal intentions. 
#31022 
Q1 models are a mess. Mistakes everywhere.

The artistic skills employed in the Q2 models are much superior, despite some of them being conceptually inferior. 
My Mistake 
Who calls me a mess 
Respect Teh History 
Mankrip I would have to think that given it was 1996 and that Quake went through development hell, changing from a flight-sim to a virtual reality game to an online focused mess, the shortcomings of the Quake mdls are deliberate.

The models are not UV wrapped, there is no attempt to pack islands and most skins are direct othographic projections which is massively inappropriate for anything other than planes. The result is stretching, and a lack of detail. Models of other games of the era exhibit better UV wrapping, and in the case of Playstation/N64 games benefited from higher than 8 bit color. Quake 2's mdl2 format did literally nothing to rectify this, although some of its models exhibit better island packing/wrapping.

The fact that Quake was software accelerated and meant to be played at a paltry 320x240,combined with Carmacks strict polygon limitations, the artists probably said "no one will notice". The fact that there is not much mesh to work with, it is shocking the animation is as lively as it is, considering the wooden animations of the era. That and there is no skeletal animation system.

However, when Unreal came around shortly after with properly UV wrapped models weighted to skeletons, it blew Quake out of the water. And literally every game based on each subsequent iteration of Unreal tech always stole the thunder from same generation id tech games.

So ya, study the low poly Lovecraftian meshes, but not the lack of polish that went into them. 
MAX_***** Of Modern Engines 
For some reason, I’m currently getting a deja vu of having already asked this question before. If so, a thousand apologies, I just need a reminder.

The original source code of Quake has these MAX_***** macros all over the place declaring limits for the various elements in the game (entities, brushes, textured, models, whatnot). Understandably so, due to the memory limitations of early PCs and their operating systems.

I wonder, however, if modern iterations of the game engine had these limitations all but removed, entirely, considering how nowadays having GBs of RAM, GHz of processor speed, tens of CPU / thousands of GPU cores and TBs of hard drive storage are commonplace for the average computer user. Are these limitations no more in current Quake gaming engines? 
Ask Negke About That One. 
 
#31032 
given the "save every bit" philosophy of the Q1 mdl format (e.g. the "onseam" silliness) I would imagine the lack of UV islands was to avoid having to dupe vertices, increasing the filesize.

I disagree with the Q1 models not being "polished". I think that considering the constraints that teh carmack gave to the artists, plus the state of the modelling apps at the time, they turned out pretty well. 
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