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Quake map names
Quake map names













  1. #Quake map names how to#
  2. #Quake map names Patch#

Textures that were provided by shaders in Quake 3 aren't supported yet.Īll this is available to play and hack with at:Ĭlick to expand.I didn't use GTKradiant for anything, these maps came as part of Quake3. Lightmapping is disabled by default, but you can turn it on using the worldSpawn prefab's options.īezier patches are now perfect, including their texture mapping. I rip and apply lightmaps too, but I must be either ripping or referencing them wrong, because they're all wrong. All face types are now rendered, save for billboards (sprites, like torches) and are properly texture mapped.

#Quake map names Patch#

You can also use that editor to do your textures, and make full use of bezier patch geometry for tessellation. I don't have a game in mind for it, though being able to use any Quake 3 editor to make levels for Unity is appealing. Quake 1 and 2 (and I assume Half-Life) used a list of vertexes as well, but in those games a face didn't refer to them directly, it referred to a series of edges, who each had two vertexes. Quake 3 stores a giant list of vertexes, and a list of faces, with each face having a list of indexes into that vertex array. Quake 1 (which Half-Life is very close to) and Quake 2 use a different method for storing their geometry, so it'd be a pretty big re-write. bsp format I can give it a shot, but for now only Quake 3 maps are supported. If I can find documentation on Half-Life's. It is simple:įor now it only works with Quake 3.

#Quake map names how to#

The code, and a demo scene/map is here, the github readme has a short blurb about how to make it work. To be totally square with you I don't know enough math to implement them on my own, so I don't fully understand the code I've copied. triangles because that's the format that the tessellate function produces. It appears to tessellate correctly, but as you can see it's not right. I tried to port some code from the second link above, but the results are what you see in the video. Details on converting the vertex systems/scale and bezier curve code bsp and to try rendering the bezier curves

quake map names

I have made some progress, which I've made a video to show. bsp, but I'm not able/sure how to make a mesh from the data in the. Many people have implimented this in their own engines that can load Quake 3. I have faces working perfectly, but I have no idea how to handle Quake 3's bezier patches.

quake map names

Textures are mapped for all three surface types. I now have it working 100% for faces, meshes, and bezier patches.

quake map names

bsp and recreates the geometry (and eventually entities too, but I digress) inside of Unity. I'm working some C# that parses an unmodified Quake 3.















Quake map names