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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
64 lines
2.6 KiB
HTML
64 lines
2.6 KiB
HTML
<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<title>Key changes that have been made include</title>
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</head>
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<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
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<b>
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<p align="center"><font size="5">Key changes that have been made include:</font></p>
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<font SIZE="4">
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<div align="right">
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<table border="1" cellspacing="1" width="100%" bgcolor="#000000" bordercolor="#808080">
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<tr>
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<td width="100%"><font FACE="Times New Roman">
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<blockquote>
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<p> </p>
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<blockquote>
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</font><font FACE="Symbol">
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<p>· </font><font FACE="Times New Roman">A variant of the func_group entity
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has been added to the game. When a func_group of brushes (only) is given a
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terrain key and a numerical value (an ID number for that terrain) and several
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other key attributes, it becomes a terrain entity and is treated differently
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than other brushes during the compile.</p>
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</font><font FACE="Symbol">
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<p>· </font><font FACE="Times New Roman">The map area has been expanded to
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128,000 units in all extents (256,000 units on any edge of the map volume).
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While this does not mean that a map that large could actually run on current
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game hardware, it does give the designer room to explore what the actual
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limits may be. As a point of reference, mpterra2.bsp is roughly 12K x 16K x 3K
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units in size … the largest map in the game by far.</p>
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</font><font FACE="Symbol">
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<p>· </font><font FACE="Times New Roman">A terrain texture mapping system
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plots textures across the terrain entity using a specially created .pcx or .tga
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art file as a map for planar projecting and blending shaders on terrain
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surfaces.</p>
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</font><font FACE="Symbol">
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<p>· </font><font FACE="Times New Roman">A “meta-shader” is used to
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organize and calculate blends between the shaders that are mapped onto the
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terrain.</p>
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</font><font FACE="Symbol">
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<p>· </font><font FACE="Times New Roman">Textures designed for use under
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vertex lighting can be substituted at map load time for more complex shader-manipulated
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textures that may not look correct in a vertex light only situation.</p>
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</blockquote>
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</blockquote>
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</font>
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<p align="center"><a href="introduction.html">Back</a> - <a href="table_of_contents.html">Table
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of Contents</a> - <a href="art_tools.html"> Art Tools</a></p>
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<p> </td>
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</tr>
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</table>
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</div>
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</font></b>
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<p align="center"> </p>
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<p align="center">-4-</p>
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</body>
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</html>
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