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Eh, geyser told me to post invisible walls here. ^^; | 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 | 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. | ||
Continue down the alley to get this one. http://img209.imageshack.us/img209/4498/invis2rp2.jpg | |||
I dunno if I'll find any more as it's dangerous with all these mercury bows | <nowiki>http://img211.imageshack.us/img211/1451/invis1us1.jpg</nowiki> (dead link) | ||
Continue down the alley to get this one. | |||
<nowiki>http://img209.imageshack.us/img209/4498/invis2rp2.jpg</nowiki> (dead link) | |||
I dunno if I'll find any more as it's dangerous with all these mercury bows around.. [[User:Tosh|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! | |||
<nowiki>http://img62.imageshack.us/img62/7909/invis3tq0.jpg</nowiki> (dead link) | |||
[[User:Tosh|Tosh]] 04:49, 2 May 2007 (CEST) | |||
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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. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 14:47, 23 June 2021 (CEST) | |||
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