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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Wed Aug 26, 2009 2:37 am Post subject: Solid Textures and Liquids |

Solved. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

Last edited by Team Xlink on Tue Nov 17, 2009 2:19 am; edited 1 time in total

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Wed Aug 26, 2009 3:25 am Post subject: |

I don't think anyone knows what you're talking about? Do you mean to have simple untextured colored walls, or something altogether different? Assuming you're working with the PSP, you can color the vertexes and check against a cvar

Code:
sceGuEnable(GU_TEXTURE_2D);

Where it says that right before you render world textures, do something like

Code:
if (cl_textures_enabled) { sceGuEnable(GU_TEXTURE_2D); } else { sceGuDisable(GU_TEXTURE_2D); }

I'd hardly call it blisteringly difficult :O
Then you could assign each texture name a different solid color when the map is loaded, so you don't have to see either all single-colored polygons or flashing colors.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Wed Aug 26, 2009 4:21 am Post subject: |

r_picmip 10 _________________ Unit reporting! http://www.bendarling.net/

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Wed Aug 26, 2009 5:39 am Post subject: |

in DrawGLPoly in gl_surf.c, change, or add a cvar to toggle..,

Code:
glTexCoord2f (v[3], v[4]);

with

Code:
glTexCoord2f (0, 0);

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Wed Aug 26, 2009 3:17 pm Post subject: |

Electro wrote:
r_picmip 10

r_picmip isn't a GLQuake default, and he's obviously making his own engine here, so he'll be asking a tutorial on that next if you tell him that

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Wed Aug 26, 2009 4:41 pm Post subject: |

OK. I think you might be in a little over your head here. You've asked a lot of questions lately, some of them have been basic stuff and some have been major overhauls of the engine. I'm starting to think that you want to jump ahead to some advanced stuff when you don't seem to have the basic knowledge down yet.
My advice is to sit down with a blank file/empty project/whatever, get a good basic OpenGL tutorial (there are plenty on the web) and work with that. Get a triangle on the screen, texture it, light it, make it spin. Play with the various parameters and see what the effect is, then understand why that happened.
Then take a basic Quake build on Windows or Linux and make small modifications. Fix up some texturing bugs if that's your thing, or change the physics, sound or other code. Build up from there. 3D and game engine programming can be both incredibly easy and incredibly hard, and if you let the incredibly easy bits lure you in too far, you'll end up badly bitten when you come to the incredibly hard ones.
It's great to see the ambition coming out, but if you try to run before you can walk you'll end up with a release that's fairly badly botched and will probably need rewriting in 6 months time when you understand things better. Take it from someone who's been there - it's a humbling experience to be making all of your early mistakes in public.
All meant well.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Wed Aug 26, 2009 7:37 pm Post subject: |

Thank you. I found out what I was doing wrong. It turns out the way I setup, I had made a mistake so it always returned false and not true. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Wed Aug 26, 2009 11:23 pm Post subject: |

Sorry, gl_picmip 10 It's already implemented in standard glquake. It simply forces what mip level to use. _________________ Unit reporting! http://www.bendarling.net/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Aug 27, 2009 3:10 am Post subject: |

mh wrote:
OK. I think you might be in a little over your head here. You've asked a lot of questions lately, some of them have been basic stuff and some have been major overhauls of the engine. I'm starting to think that you want to jump ahead to some advanced stuff when you don't seem to have the basic knowledge down yet.
My advice is to sit down with a blank file/empty project/whatever, get a good basic OpenGL tutorial (there are plenty on the web) and work with that. Get a triangle on the screen, texture it, light it, make it spin. Play with the various parameters and see what the effect is, then understand why that happened.
Then take a basic Quake build on Windows or Linux and make small modifications. Fix up some texturing bugs if that's your thing, or change the physics, sound or other code. Build up from there. 3D and game engine programming can be both incredibly easy and incredibly hard, and if you let the incredibly easy bits lure you in too far, you'll end up badly bitten when you come to the incredibly hard ones.
It's great to see the ambition coming out, but if you try to run before you can walk you'll end up with a release that's fairly badly botched and will probably need rewriting in 6 months time when you understand things better. Take it from someone who's been there - it's a humbling experience to be making all of your early mistakes in public.
All meant well.

Bawhawhawhaw I've been saying (or at least thinking) this for a while. Then again, I act like a douchebag all the time so it's great that somebody else picks up the slack.

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Thu Aug 27, 2009 9:11 am Post subject: |

See, i disagree.... building an opengl game project from scratch is a lot of work and you won't get any gratificaition for a while. And even when you finally do, it's something pointless like spinning green triangles. using the quake engine as a base and adding features that you are actually excited about, gives three benefits:
1. the results are meaningful to you
2. you're starting with a fully-functional base, which lets you do very small changes and see instant results
3. you have a working model to study and learn from

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Aug 27, 2009 3:50 pm Post subject: |

Quote:
See, i disagree.... building an opengl game project from scratch is a lot of work and you won't get any gratificaition for a while. And even when you finally do, it's something pointless like spinning green triangles. using the quake engine as a base and adding features that you are actually excited about, gives three benefits:
1. the results are meaningful to you
2. you're starting with a fully-functional base, which lets you do very small changes and see instant results
3. you have a working model to study and learn from

But:
1) You have no understanding of anything you did.
2) You think you're far better than you actually are.
3) You can't sell your shit.
4) Because of 1 & 2, you'll try porting to another platform and fail.
5) You're a tutorial whore.
Last edited by Downsider on Thu Aug 27, 2009 8:32 pm; edited 1 time in total

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Thu Aug 27, 2009 4:27 pm Post subject: |

Whatever private agenda you have, keep it to PMs and not in the forum. _________________ Apathy Now!

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Thu Aug 27, 2009 8:53 pm Post subject: |

Disgusting behavior Downsider. _________________ Unit reporting! http://www.bendarling.net/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Aug 28, 2009 1:53 am Post subject: |

I think you've misunderstood? I wasn't talking about XLink, I was talking about people who do this in general. You, by yourself, have done the assumption that You're a tutorial whore. was directed toward XLink.

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Supa Joined: 26 Oct 2004 Posts: 122 |

Posted: Fri Aug 28, 2009 1:37 pm Post subject: |

What difference does it make? Personal attacks have no place here.

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