From: <42...@in...> - 2002-01-16 01:21:26
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Seth you hare a wizard! :) Checkout our new engine particle (tomazquake based) engine here: http://qbism.telefragged.com/tei/fxshots1.shtml This work generating particles on sky and water surfaces. I think can be applied to light. Any iddea? 1 saludo Tei - - - I am working on an enhanced light.exe for Quake 1 map compiling, and I want it to properly light faces even when the two texture axes are not perpendicular. (Which won't happen in most editors, but can be done in QuArK.) Unfortunately light.exe seems to only pay attention to one texture axis when casting light onto a skewed texture. Perhaps a screenshot will demonstrate this better than my description: http://www.planetquake.com/gg/quarktx.gif * the back wall texture is skewed like this: /_/ * the light on the back wall should look nice and round * the light on the near cube is okay because it isn't so skewed * the light on the yellow thing is slightly messed up in parts I suspect that the problem is located in the ltface.c file of the light.exe source code, most likely in the LightFace or CalcFaceVectors function. Any idea how I can fix this? The modified light program I'm working on and the test map can be found at http://sourceforge.net/projects/openquartz __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |