A DarkPlaces question

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Anonymous

A DarkPlaces question

Post by Anonymous »

Sorry for posting this here, but I'm not found any usefull info about this in the Nexuiz forum. In DarkPlaces, can I use bumpmap in a skeletal-animated ZYM or DPM model? Some engines (like Irrlicht) can't use bumpmapping on animated meshes.
leileilol

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Post by leileilol »

you can bump map pretty much anything in dp so i can't see why not :|
Anonymous

Post by Anonymous »

Thanks. And IIRC DarkPlaces can use the Quake 3 BSP format. But if I use this format, can I use the "caulk", "nodraw" and "player clip" surfaces and the colored fog entities?
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predator
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Post by predator »

caulk: yes
nodraw: yes
clip: yes

As for fog entities I don't know what you mean. If you mean fog brushes - brushes textured with fog textures (shaders) then the answer is no.

Generally you have to remember two things:

1) DP won't use shaders that conflict with RT lighting
2) DP won't spawn many q3 entities

P.S.

If you want to have global fog in q3bsp under DP, you can do it via worldspawn entity - you just give worldspawn these keys:

"fog_density" "0.082"
"fog_red" "0.23"
"fog_green" "0.23"
"fog_blue" "0.23"

The values in the example above are taken from bb3 - you can change them, of course, to make them meet your needs.
Anonymous

Post by Anonymous »

And my last question: which is the best QuakeC compiler for Transfusion and Nexuiz?
leileilol

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Post by leileilol »

fteqcc
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boss429
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Post by boss429 »

Transfusion uses bqcc I think
Anonymous

Post by Anonymous »

[deleted]
Last edited by Anonymous on Tue Dec 12, 2006 01:13 am, edited 1 time in total.
leileilol

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Post by leileilol »

Escorter wrote:
CheapAlert wrote:fteqcc
Hmmm... Licensed under GPL, but no source code?!!! :veryangry: :headshot:
It's located in the FTE code depository (forgot if they use CVS or SVN) but it's there.
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