Took a short break to avoid burning myself out on this, but will be resuming tomorrow with picking up and finishing off some stuff I'd half done - I won't announce yet, but a question on QuakeDev helped to clarify a few thoughts on the method.
Glad to see that my suggestion for handling translucent water detection is becoming adopted. It's only with hindsight that these things become obvious "no-brainer"s, but this one was so simple and sweet it's still amazing it took this long for anyone to think of it.
Oh yeah - I also wrote the .mdl/.spr texture fallback, which is nice to have for flexibility and compatibility.
I'm also pondering on how to handle player skins with external texture loading. In theory, the Quake architecture allows for custom skins that don't work well with colour changing, and using external textures will only make things worse. I'll probably end up disabling the whole colour changing system if a non-standard texture is used.
Did I mention that the player model animates in the colour selection screen?
Friday, February 8, 2008
Break time
Posted by
mhquake
at
9:13 PM
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1 comments:
Your transparent water fix is awesome!
Many thanks.
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