Pages: [1]
  Print  
Author Topic: Any specific compiler switches required?  (Read 8204 times)
Amphetamine
Half-Nub


Cakes 0
Posts: 69


Cyberpunk


« 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?
Logged

Top 5 tunes last week:
dmn_clown
Posts a lot
*

Cakes 1
Posts: 1324


« Reply #1 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"
Logged

Amphetamine
Half-Nub


Cakes 0
Posts: 69


Cyberpunk


« Reply #2 on: February 16, 2007, 02:07:35 PM »

TYVM, that's the one I was after then Cheesy
Logged

Top 5 tunes last week:
Pages: [1]
  Print  
 
Jump to: