From 4d9fe4a25fe7c41e12ea91ea16908555c29955e1 Mon Sep 17 00:00:00 2001 From: Adam Olsen Date: Fri, 6 Apr 2001 21:55:27 +0000 Subject: [PATCH] Added some personal ideas on what I'd like to see get added to quakeforge. Comments welcome. :) --- doc/ideas/rhamph.txt | 43 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 doc/ideas/rhamph.txt diff --git a/doc/ideas/rhamph.txt b/doc/ideas/rhamph.txt new file mode 100644 index 000000000..702056801 --- /dev/null +++ b/doc/ideas/rhamph.txt @@ -0,0 +1,43 @@ +These are my personal ideas for how I hope things will develop. + +- Portal vis system. Have distinct borders between rooms, such that +the door can close and completely eliminate the blocked off room for +vis tests. + +- Remappable portals. Exension of above, to allow changing which room +is on the far side of a portal. (assuming doors are exact same size) + +- Room duplication. Since you can change what door leads to what +room, add the ability to copy the room. This would specifically mean +reusing the static (including visibility and texture) data between +each instance, while the lightmaps and such info would be given +independent data for each instance. + +- The above items would give you the ability to have randomly +generated maps. You'd have a base map which would have one of each +room you wanted available, then you'd pick between them, connecting +portals and duplicating rooms as necesary. You also could (would have +to) modify the multiple-texture mechanism currently used for button +animations to allow different bases in TF have different coloured +walls. + +- Variable-detail models. Have 3 or 4 different versions of the same +model, each with a different amount of detail/polygons. You could +then make it switch between them either based on range, detail levels +chosen, or preferably a combination of both. + +- Skeletal model animations. Nothing special here. Just seems alot +more suitable than vertex animations. + +- "Inverse kinematics". Or whatever you want to call it. Basically +just stuff about moving legs and such in a realistic way. + +- "Skin Bones". Basically extra bones added to the skin of +high-detail models, that attach to the underlying bones, used so the +skin stretches in a realistic way when you move. + +- Variable-detail walls. Same thing as a variable detail model, but +you don't need a skeleton. It'd be fixed to a specific place on the +map/wall. Used for extra bits of detail that aren't necesary for +using the map, like having a high-detail statue vs a low detail one. +