gtkradiant/docs/manual/quake3/Terrain_Manual/pages/key_changes.html

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<title>Key changes that have been made include</title>
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<p align="center"><font size="5">Key changes that have been made include:</font></p>
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<p><EFBFBD> </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>
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<p><EFBFBD> </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 <20> the largest map in the game by far.</p>
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<p><EFBFBD> </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>
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<p><EFBFBD> </font><font FACE="Times New Roman">A <20>meta-shader<65> is used to
organize and calculate blends between the shaders that are mapped onto the
terrain.</p>
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<p><EFBFBD> </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>
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<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>
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<p align="center">&nbsp;</p>
<p align="center">-4-</p>
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