<html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1252"> <meta name="GENERATOR" content="Microsoft FrontPage 4.0"> <meta name="ProgId" content="FrontPage.Editor.Document"> <title>Key changes that have been made include</title> </head> <body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF"> <b> <p align="center"><font size="5">Key changes that have been made include:</font></p> <font SIZE="4"> <div align="right"> <table border="1" cellspacing="1" width="100%" bgcolor="#000000" bordercolor="#808080"> <tr> <td width="100%"><font FACE="Times New Roman"> <blockquote> <p> </p> <blockquote> </font><font FACE="Symbol"> <p>· </font><font FACE="Times New Roman">A variant of the func_group entity has been added to the game. When a func_group of brushes (only) is given a terrain key and a numerical value (an ID number for that terrain) and several other key attributes, it becomes a terrain entity and is treated differently than other brushes during the compile.</p> </font><font FACE="Symbol"> <p>· </font><font FACE="Times New Roman">The map area has been expanded to 128,000 units in all extents (256,000 units on any edge of the map volume). While this does not mean that a map that large could actually run on current game hardware, it does give the designer room to explore what the actual limits may be. As a point of reference, mpterra2.bsp is roughly 12K x 16K x 3K units in size … the largest map in the game by far.</p> </font><font FACE="Symbol"> <p>· </font><font FACE="Times New Roman">A terrain texture mapping system plots textures across the terrain entity using a specially created .pcx or .tga art file as a map for planar projecting and blending shaders on terrain surfaces.</p> </font><font FACE="Symbol"> <p>· </font><font FACE="Times New Roman">A “meta-shader” is used to organize and calculate blends between the shaders that are mapped onto the terrain.</p> </font><font FACE="Symbol"> <p>· </font><font FACE="Times New Roman">Textures designed for use under vertex lighting can be substituted at map load time for more complex shader-manipulated textures that may not look correct in a vertex light only situation.</p> </blockquote> </blockquote> </font> <p align="center"><a href="introduction.html">Back</a> - <a href="table_of_contents.html">Table of Contents</a> - <a href="art_tools.html"> Art Tools</a></p> <p> </td> </tr> </table> </div> </font></b> <p align="center"> </p> <p align="center">-4-</p> </body> </html>