question
Moderator: General Discussion Moderators
- Ra_Ra_Gazaa
- Resident Phantasm
- Posts: 286
- Joined: Fri Sep 03, 2004 04:08 am
If it wasn't for your "impatience" medic, I wouldn't have seen those cool pics that could have be shown as a "picture of the moment".
A delayed release I can forgive... but the lack of updates in the "picture of the moment" section is just evil and wrong and SHOULD NOT BE ALLOWED!!!
Like, ever.
However, I do like how it says picture of the "moment" and not "month". That speaks volumes.
A delayed release I can forgive... but the lack of updates in the "picture of the moment" section is just evil and wrong and SHOULD NOT BE ALLOWED!!!
Like, ever.
However, I do like how it says picture of the "moment" and not "month". That speaks volumes.
- Fiend:Kamikaze
- A LUMBERJACK!
- Posts: 114
- Joined: Thu Aug 12, 2004 03:29 pm
- Location: United States
Since the q3bsps were mentioned in this thread most recently from what I can tell, and Im at work so I cant just ask Willis on irc, Im going to ask here.
How are dynamic lights such as flickering sources being done in q3bsp? That was my dilemma with using them, you gain the solving of the hull problem, but you lose the dynamic settings of the lightmap. Are such things now being done with dlights? (If so Id imagine this could look quite dramatic as Darkplaces treats dlight entities as real time lighting entities by default). I figure this would be the most straightforward case, rather than modifying q3bsp somehow to have it handle texelmaps differently...
How are dynamic lights such as flickering sources being done in q3bsp? That was my dilemma with using them, you gain the solving of the hull problem, but you lose the dynamic settings of the lightmap. Are such things now being done with dlights? (If so Id imagine this could look quite dramatic as Darkplaces treats dlight entities as real time lighting entities by default). I figure this would be the most straightforward case, rather than modifying q3bsp somehow to have it handle texelmaps differently...