OBD talk:AGQG

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Eh, geyser told me to post invisible walls here. ^^; Here's one, Regional State Building. Shoot out a left window at the start of the level, go around the left of the building and through the alley, on your first right there is a guy with a plasma rifle and a guy with a mercury bow, behind them is this one.

http://img211.imageshack.us/img211/1451/invis1us1.jpg (dead link)

Continue down the alley to get this one.

http://img209.imageshack.us/img209/4498/invis2rp2.jpg (dead link)

I dunno if I'll find any more as it's dangerous with all these mercury bows around.. Tosh 04:37, 2 May 2007 (CEST)

Oh here's an annoying one, there's one on the other side too.. you can't reach this guy with melee at all!

http://img62.imageshack.us/img62/7909/invis3tq0.jpg (dead link)

Tosh 04:49, 2 May 2007 (CEST)


If we ever want to "versionize" AGQG, e.g., to allow for lightmapping instead of vertex shading, then we can use the three unassigned flags at the top of the bitfield: 0x80000000, 0x40000000 and 0x20000000. That said, we can get the engine to determine the lighting scheme simply by looking at the size of the AKEV's AGQR: usually AGQR is the same size as AGQG, i.e., one texture index per polygon, plus an alpha parameter, but in the case of a lightmapped level the AGQR can simply be doubled, with the second half storing links to lightmap textures. TXMA indices in AGQR are shorts, so a level can have a maximum of 66536 textures, lightmaps included - which should be enough even for big levels. --geyser (talk) 14:47, 23 June 2021 (CEST)