Title: Any specific compiler switches required? Post by: Amphetamine on February 16, 2007, 11:33:01 AM Hi, I know some of the other engine mods have added features like light bloom, realtime shadows, etc and I noticed that some of your screenshots have flare/bloom on lights. Are there any compiler switches I need in order to enable them? I think I read on some other forums about using -keeplights and -advancedmapping on the bsp stage, but I can't find the posts now, are these required to achieve those effects in OA?
Title: Re: Any specific compiler switches required? Post by: dmn_clown on February 16, 2007, 01:13:39 PM We only have the features that ioquake3 vanilla has, no bloom, no realtime shadows, just flares and a lot exploding bots.
To enable flares in your map with q3map2 you have to use the bsp stage flag -flares. To enable flares in game you have to set the cvar r_flares "1" Title: Re: Any specific compiler switches required? Post by: Amphetamine on February 16, 2007, 02:07:35 PM TYVM, that's the one I was after then :D
|