Replies: 6 comments 11 replies
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I'm partial to the per-entity solution myself |
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@andrei-drexler is there any condition under which you would consider accepting a pull request for adding scrolling textures? |
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please please please add this in! |
Dude, FTE already has this function since 2009 |
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While looking over something else, I see that the texinfo struct has a full 32-bit integer for flags, but only TEX_SPECIAL (value 1) is used in standard Quake (FitzQuake and derivatives added TEX_MISSING with a value of 2). So we actually do have texture flags available in Quake 1, but they're on the parent texinfo struct, not on the texture itself, and these are potentially usable for anything, including scrolling. They would require tool as well as engine support though, but that's probably OK and the way it should be. |
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Speaking of conveyor belts, there must be a distinction between scrolling textures that are purely visual (like scrolling text displays) and scrolling textures that can move other entities around (like conveyor belts). This must be a part of a fully-featured standard, and included as a subentity field. I don't know the best words to describe such a feature in English though. "Grip"? |
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I wanted gauge interest in a scrolling texture feature. This would allow applying a scrolling effect on either a per-material or per-entity basis.
Proposal 1: Materials similar to Source
.vmtor Quake 3 shadersMaterials could be paired with textures to apply effects, such as scrolling
e.g.
Pros: Extensible with other effects, consistently re-usable
Cons: Complicated
Proposal 2: Per-entity
scrollvscroll velocity parameterScrolling is controlled via a key
scrollvwith a vector value (third component can be ignored)Pros: Simple, ergonomic for mappers
Cons: Affects entire brush instead of single surface
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