From: "Yinch" <yinch@pure-ent.co.uk>
To: <ml@qoole.com>
X-MDaemon-Deliver-To: ml@qoole.com
Reply-To: ml@qoole.com
Date: Tue, 10 Mar 1998 16:39:21 -0000
Subject: Re: Probably a question that's been asked 20 times..

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As I understand it you are describing a 'normals reversed' cube to be =
used for rendering the inside of a cube. The reason this cannot be done =
is due to the way the Quake engine works. It would involve two special =
cases to (1)handle the rendering of the object visually and (2) the much =
harder problem of occupied volume collison detection 'cos the walls of =
the crate would have to be decomposed into the 6-flat cubes at some =
point.

Alternative the editor program could possibly maintain this inside-out =
cube structure and convert it to a Quake compliant structure as it is =
producing the map. hmmmmmmmm. Any qoole programmers reading this?

Thinking about it - it would be a really nice feature that the guys at =
Qoole might consider including in a later release.

yinch'98
-----Original Message-----
    From: Sandman <sandman@www.cntwk.net>
    To: ml@qoole.com <ml@qoole.com>
    Date: 10 March 1998 16:33
    Subject: Re: Probably a question that's been asked 20 times..
   =20
   =20
    Skeeter,
   =20
    No.. I'm not.  I've already figured out that the outer faces of the =
crate can be used with the texture properties to change the faces of the =
outer edge.  I guess my question is this.. if you can manipulate the =
outer edge.. Why couldn't you manipulate the inner edges? =20
   =20
    If I took a basic huge cube, and I hollowed it.. allowing a starting =
player entity to exist inside it, and say.. I wanted the ceiling to be =
this texture, the walls to be that texture, and finally the floor to be =
this texture.  No can do.  Not with 1 cube hollowed.  Why does this seem =
silly to me?  Why couldn't you manipulate the 'outer edge' of the cube =
within the hollowed cube?  I mean.. look closely, when you hollow a =
cube.. there's a cube within a cube..
   =20
    I guess what I'm getting at is.. wouldn't it save a whole buttload =
of brushes if we could just figure out some way to be able to manipulate =
a 'hollowed cube' texture properties without having to take 6 brushes of =
rectangles each with their own texture map to build a room?=20
   =20
    Maybe I'm silly for asking why..=20
   =20
    ~Sandman
   =20
   =20
    >Sandman,
    >I certainly hope you're not putting EXTRA brushes where the insides =
of a
    >crate should be.  Use the Texture Properties window (Alt-T) =
instead!  This
    >window lets you cycle through EACH SIDE of a brush to set the =
texture.  I
    >believe that's what you want.
    >_______________________
    >irc: _skeeter
    >icq: 882748
    >web: www.ghgcorp.com/skeeter/=20
   =20
   =20

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<DIV><FONT color=3D#000000 size=3D2>As I understand it you are =
describing a 'normals=20
reversed' cube to be used for rendering the inside of a cube. The reason =
this=20
cannot be done is due to the way the Quake engine works. It would =
involve two=20
special cases to (1)handle the rendering of the object visually and (2) =
the much=20
harder problem of occupied volume collison detection 'cos the walls of =
the crate=20
would have to be decomposed into the 6-flat cubes at some =
point.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>Alternative the editor program could possibly =
maintain this=20
inside-out cube structure and convert it to a Quake compliant structure =
as it is=20
producing the map. hmmmmmmmm. Any qoole programmers reading =
this?</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>Thinking about it - it would be a really nice =
feature that the=20
guys at Qoole might consider including in a later release.</FONT></DIV>
<DIV><FONT size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>yinch'98</FONT></DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: =
5px">
    <DIV><FONT face=3DArial size=3D2><B>-----Original =
Message-----</B><BR><B>From:=20
    </B>Sandman &lt;<A=20
    =
href=3D"mailto:sandman@www.cntwk.net">sandman@www.cntwk.net</A>&gt;<BR><B=
>To:=20
    </B><A href=3D"mailto:ml@qoole.com">ml@qoole.com</A> &lt;<A=20
    href=3D"mailto:ml@qoole.com">ml@qoole.com</A>&gt;<BR><B>Date: </B>10 =
March=20
    1998 16:33<BR><B>Subject: </B>Re: Probably a question that's been =
asked 20=20
    times..<BR><BR></DIV></FONT>Skeeter,<BR><BR>No.. I'm not.&nbsp; I've =
already=20
    figured out that the outer faces of the crate can be used with the =
texture=20
    properties to change the faces of the outer edge.&nbsp; I guess my =
question=20
    is this.. if you can manipulate the outer edge.. Why couldn't you =
manipulate=20
    the inner edges?&nbsp; <BR><BR>If I took a basic huge cube, and I =
hollowed=20
    it.. allowing a starting player entity to exist inside it, and say.. =
I=20
    wanted the ceiling to be this texture, the walls to be that texture, =
and=20
    finally the floor to be this texture.&nbsp; No can do.&nbsp; Not =
with 1 cube=20
    hollowed.&nbsp; Why does this seem silly to me?&nbsp; Why couldn't =
you=20
    manipulate the 'outer edge' of the cube within the hollowed =
cube?&nbsp; I=20
    mean.. look closely, when you hollow a cube.. there's a cube within =
a=20
    cube..<BR><BR>I guess what I'm getting at is.. wouldn't it save a =
whole=20
    buttload of brushes if we could just figure out some way to be able =
to=20
    manipulate a 'hollowed cube' texture properties without having to =
take 6=20
    brushes of rectangles each with their own texture map to build a =
room?=20
    <BR><BR>Maybe I'm silly for asking why..=20
    <BR><BR>~Sandman<BR><BR><BR>&gt;Sandman,<BR>&gt;I certainly hope =
you're not=20
    putting EXTRA brushes where the insides of a<BR>&gt;crate should =
be.&nbsp;=20
    Use the Texture Properties window (Alt-T) instead!&nbsp; =
This<BR>&gt;window=20
    lets you cycle through EACH SIDE of a brush to set the =
texture.&nbsp;=20
    I<BR>&gt;believe that's what you=20
    want.<BR>&gt;_______________________<BR>&gt;irc: =
_skeeter<BR>&gt;icq:=20
    882748<BR>&gt;web: <A=20
    =
href=3D"http://www.ghgcorp.com/skeeter/">www.ghgcorp.com/skeeter/</A>=20
<BR><BR></BLOCKQUOTE></BODY></HTML>

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