Hi Guys
Found this on the SplasDamage forums for Wolfenstein Enemey territory and wondered if AA or SH actually supports this?
Original discussion:
http://www.splashdamage.com/index.php?n ... pic&t=3068
Tutorial:
http://simland.planetquake.gamespy.com/ ... ading1.htm
If so would the same basic method be used?
Thanks
Phong Shading....can it be done?
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Waylander76
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Waylander76
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Rookie One.pl
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Sure, he works for Splash Damage. I don't think he would do that, though. FAKK2's (and all its derivatives, including MoHAA) BSP format is a bit different from the original Q3 one (for instance, the LOD terrain is an invention of the FAKK2's developers) and its specifications were never released. It wouldn't be an easy task to reverse-engineer it. Oh, well, granted we have the official Q3 BSP specs available for everyone now, it wouldn't be THAT hard to work out the FAKK additions, but I don't think ydnar will pick this up anyway, as he's busy coding Enemy Territory Quake Wars ATM. 
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Waylander76
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Rookie One.pl
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^ hah!
dont blame EA, 2015 is a -really- noob studio. i mean, if they did all that stuff with scripting (spawners, bombers, etc) then you KNOW they don't know what was going on. The only thing the changed in the code, i bet, is the default walk and run speeds, and maybe even the jump height. Barring that, it's all content. And their content was pretty good.
dont blame EA, 2015 is a -really- noob studio. i mean, if they did all that stuff with scripting (spawners, bombers, etc) then you KNOW they don't know what was going on. The only thing the changed in the code, i bet, is the default walk and run speeds, and maybe even the jump height. Barring that, it's all content. And their content was pretty good.
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