Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 7/8/2003 6:04:39 PM
Subject: RE: A few more WF Fusion mapping questions.

stick to q3 styles. basically if it works in q3 and wfa (at this moment only a few ents are ported over) it'll work fine.

there is no 'worldspawn' fog like rtcw if that's what you are asking. Don't think there's going to be any support for it either. volumetric (globular) lighting does work, but only if you had a voodoo :/

the dark is the perfect example of fog and fardistance culling.

being that I'm not sure of the performance impacts of allot of coding practices in the original wf (tho i'm learning how to code efficiently at the machine language level) i'd say its safe to use wfa as a base reference, and fusion will be just a tiny bit faster; but performance impacts will degrade playability on a much steeper curve.

tweaking it and optimizing it is after its stable.

  


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