Message-Id: <199604190246.UAA05669@peruvian.cs.utah.edu>
To: quake-dev@gamers.org
From: larsen@sunset.cs.utah.edu (Steve Larsen)
Subject: new level
Date: Thu, 18 Apr 96 20:46:33 MDT
Hi all,
I just finished hacking together a REAL small quake level (just two rooms
connected by a couple of hallways). In the meantime, I learned a couple
of things of interest that I thought I might share:
1. The UQS says that the edges for a surface must be constructed such
that the vertices would be traversed in a counter-clockwise
manner. I think this must be wrong. I could only get it to
work in clockwise order.
2. As you may know, there is a limit to the maximum extent that a surface
can displace (based on texture size, I'm guessing??). There doesn't
seem to be such a limit on that animated worms texture (the one
with the periodic noise-filter).
3. I had trouble using a single plane to describe the position of
multiple surfaces when these surfaces where not on the same
side of a BSP node. So, for the following:
^
|
------------------------|---------------------
a | b
|
|
|
|
|
BSP partition
surface a and b are co-planar. However, if I used the same
plane for them I would get unpredictable results (mostly,
they would just not show up). I am sure I was doing something
wrong, but I don't know what. Anyone have any experience with
this?
Anyway, now that I have the basics down, I can work on getting my
editor up to speed.
laters,
Steve
P.S. If you want to see this little level, visit:
http://www.cs.utah.edu/~larsen. It is called "tworooms.zip".