wvwq3dm7, Q3, Nexuiz, and visibility culling

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wvwq3dm7, Q3, Nexuiz, and visibility culling

Postby animus » Sat Jul 14, 2007 10:00 pm

I've been checking out 3rd-party Q3 maps in Nexuiz. Eventually I might make a list of the ones without too many (or even 0, and there are some!) missing textures. Right now, though, I thought I'd post about a noticeable difference with Nexuiz vs. Q3 when rendering "Decidia" (wvqw3dm7; map #4 here). Most notably, Nexuiz has no fog, and trees simply pop into existence as I walk around the map.

Screenshots.
Nexuiz with r_novis 0:
Image
Nexuiz with r_novis 1:
Image
Quake 3:
Image

Any plans to make maps like this work better in Nexuiz? It's the only one like it that I've found so far.
animus
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Postby divVerent » Sun Jul 15, 2007 9:14 am

No, there are no plans on implementing volumetric fog, simply because nobody seems to know how to do it.

However, chances are that you can use the worldspawn.fog property to make the map work - this adds a constant fog for the whole map. Maybe that's okay for this map.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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