(Quick) Question

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n99
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Post by n99 »

'Sounds cool to me'
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Post by Royal^ »

Jazzie wrote:Considering all buildings are made up of several textures next to each other it would probably look like some obscure 3d-chess.
What computer did you have again?
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Den
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Post by Den »

hehe forgot about that jazzie :) ur right
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Post by Jazzie »

royal wrote:What computer did you have again?
I beg your pardon?
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Post by Royal^ »

Jazzie wrote:
royal wrote:What computer did you have again?
I beg your pardon?
I mean what computer you have? How many MHz, GHz, how much ram SDR, DDR? what display driver and what connection?
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Post by Den »

Royal^ wrote:
Jazzie wrote:
royal wrote:What computer did you have again?
I beg your pardon?
I mean what computer you have? How many MHz, GHz, how much ram SDR, DDR? what display driver and what connection?
This has to do with what??
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Post by Jazzie »

Royal^ wrote:
Jazzie wrote: I beg your pardon?
I mean what computer you have? How many MHz, GHz, how much ram SDR, DDR? what display driver and what connection?
Are you suggesting that textures become strecthed when you have a better computer? I fail to see the relevance of my computer, but sure: Amd 2.something ghz, geforc fx5600 128mb, 512 ddr 333mhz and an 8mbit downstream connection. Anything else Sherlock?
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n99
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Post by n99 »

:hop:
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Post by NRGizeR »

I'm not really sure about this but I would say that shading (changing the lighting overall) on maps would require a new RAD compiler... and you would then have to recompile the maps. You cannot change the textures directly - because as Jazzy said, they are tiled - it wouldn't work changing just the buildings edges by editing the texture.

The only way to do it would be to change the lightmap - Maps all have a section in the .bsp where a "image" of the lighting is stored. This image is drawn over the textures in the map at the corresponding coordinates. If you could change this, you could probably make the edges of the buildings darker (i guess this is what you're after?).

I seriously doubt that it is possible to do this "on the fly" tho, since it usually takes minutes and even hours (even on a fast computer depending on the size of the map) to calculate the lightmap for a map.

My two cents.
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n99
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Post by n99 »

Humm still interesting, since it reminds me of something else entirely, the gl_lightmap setting. I remember once fiddling around with the this setting locally and suddenly all the buildings were white-ish, really strange, but the contrast with other player models would have been awesome. Whatever I tried afterwards, however, I did not get the same result. Somehow felt as if my gfx interpreted the data wrong at that time too, possible exploit? Anyone?
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