Author: {wf}shadowspawn <shadowspawn_at_shadowspawn.net>     Reply to Message
Date: 6/3/2004 12:01:57 AM
Subject: this is the distraction, and my belief

see its kinda like killing two birds with one stone; i hammer out the bugs in game and cgame as i test all the maps one by one.

http://www.shadowspawn.net/temp/dynamic.avi

this is exactly how one would make a doom3 map, but using gtkradiant. Vic is working on the renderer and im stuffing stuff in. i have a specific q3map2 i built but gave the diffs to ydnar so maybe they will be on the next release, if not nbd because it's way beyond what is "official" anyway (raytracing radiosity, huge engine differences with the way "verts" are handled and lightmaps are mapped)

its a custom bsp structure, a little more involved compared to tanebrae's, and a helluva lot more more control over realism for the new mapper. additionally it does take way more power to compile maps but memory isn't an issue.

the way i think of it is: more time preparing and pre-compiling means less time the renderer needs to do realtime processing. kinda makes sense. q4/d3 does not.
_