Dynamic -chop

minskminsk Join Date: 2003-01-09 Member: 12077Members
edited November 2003 in Mapping Forum
<div class="IPBDescription">sort'a mapping, coding and non-ns</div> Well, made a valient effort to post this to the VERC forums instead. About the time I got around to pressing post I lost their server. This is probably a Cagey-question, but can't PM the poor fella all the time.

Messing around with some (crazy) ideas to enhance the visual quality in HL maps. The old Quake information I have found talks about the scales of lightmap textures being fixed, but given that -chop can change them this obviously does not apply. Unfortunately my brain is failing to pick the necessary techniques out of the SDK/ZHLT source...

So how exactly does Half-Life compute lightmap sizes, and how do -chop and company manipulate it?

[edit] Got back into the VERC forums, so now it's a race to see which community has more BSP-geeks... [/edit]

Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This is probably more relevant in the mapping forum
    <span style='color:orange'>Phased</span>
  • minskminsk Join Date: 2003-01-09 Member: 12077Members
    So as the 'upgrade' to Steam has now nerfed my Half-Life so badly that NS is unplayable, anything I said I was doing related to NS & HL tools is now scrapped. Some of the algorithms I am working on may prove useful to Cagey and company, so will pass them along as they're formalized into paper form.

    Otherwise, well, have fun. I'm off to poke at the state of the art rather than fight with bloatware.
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