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InsideQC Forums • View topic - Lightmaps and how light works in compile ...

Lightmaps and how light works in compile ...

Discuss the construction of maps and the tools to create maps for 3D games.

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Lightmaps and how light works in compile ...

Postby Baker » Sun Nov 30, 2008 10:13 pm

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Postby Electro » Sun Nov 30, 2008 10:16 pm

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby xaGe » Mon Dec 01, 2008 12:21 am

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Postby Baker » Mon Dec 01, 2008 12:31 am

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Postby xaGe » Mon Dec 01, 2008 12:35 am

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Postby Baker » Mon Dec 01, 2008 12:36 am

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Postby metlslime » Mon Dec 01, 2008 1:28 am

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Postby metlslime » Mon Dec 01, 2008 1:29 am

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Postby metlslime » Mon Dec 01, 2008 1:35 am

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Postby mh » Sun Apr 05, 2009 1:29 pm

Hmmm - I wonder how easy it would be to change or remove the max lightstyles on a face limit? Easy enough in code alright (just change the #define to increase it) but I'm thinking in terms of compatibility.

Example: if I had a map that had - say - up to 8 lightstyles on faces, how badly would it choke an engine that didn't support this increased limit?

One way to find out, I suppose... :D
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Postby Spike » Sun Apr 05, 2009 4:37 pm

.
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Postby mh » Mon Apr 06, 2009 5:52 pm

sizeof (dface_t) will be different, you're right. Bummer. :(
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