Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Editing Half-Life
From Quake Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 16: | Line 16: | ||
== Engine Modifications == | == Engine Modifications == | ||
− | * Skeletal model system, with 4096 triangles maximum per | + | There's: |
+ | * Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures | ||
* A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX. | * A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX. | ||
* Colored, radiosity lighting for maps, compiled with a fork of QRAD. | * Colored, radiosity lighting for maps, compiled with a fork of QRAD. | ||
− | * HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake | + | * HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially) |
− | * Water waves and | + | * Water waves and transparency |
* Material system for walls and floors to define impacts and footstep noises | * Material system for walls and floors to define impacts and footstep noises | ||
* Particle system with trailing particles | * Particle system with trailing particles |