
In Update #28 (The one that got deleted unfortunately) we showed you a video demonstrating one of our awesome engine's new features, Half-life binary space partitioning support. The upgrade has given us 256 colors for each individual texture on the map. A few fans asked me a good question, "Now that maps support 256 colours per texture, what about models?"
Now, the way we compile our map makes it, so we don't need external WAD files. As the texture gets stored into the map file. This means that models can't have 256 colours per texture because they are still Quake mdl's, that follow the Quake pallet. No.
Thanks to our awesome coders, we now have external texture support (TGA/PCX) for models and ingame graphics such as the HUD. (It can also be used for maps, we just didn't want to use this method for various reasons.) We can now slap a 24bit texture on our models, however we are still sticking with 8 bit for the textures because of the ram consumption.
Here is a comparison between what our old models that you guys said "looks awesome", and our models look like now.
Here's a comparison.
Yes, we had a spotty spartan before, and yes we are still tweaking the animations. But you guys hopefully see the difference. On the right are the textures that are stored in the .MDL file, and on the left are the external textures.
Heres a close up at the Assault Rifle Texture.
Now the uncompressed, nicer looking texture.
Isn't that much nicer. Here's a shot of it of it in action. As you can see, hlbsp support has given us a massive jump framerate wise, which means our mappers can add alot more detail into our maps.
One of our fans, said something rather interesting.
Gearsguy wrote: no one realizes this is bad thing
this means they're going to remake all the maps in HL BSP
meaning its going to be a while before release :\
That is not the case, we can still use our source map files, re-texture them and recompile the maps using zoners compiling tools, and walla, done. Here's my favorite map, Cliff being retextured.
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See ya!
Great update as always guys!
Umm.. When can you show the flood and gameplay for grunts, sorry to ask.
very soon :)
I am actually starting to code the grunt right now ;)
as for the flood, there should be some thing soon :) .
Lol @ what you can learn about your team by looking at comments :P
yep, im teaching myself qc.
Understatement, he's awesome at qc. He's lied to us all this time.
ark is literally great at everything he does haha
Yea he is...
Thanks for all the kind words, just more pressure now :) , but honestly thanks.
no pressure :)
just do your thing....well what ever your thing is today haha
looks like a real game almost!!!
That's what were are going for thanks.
Loving it! So does that picture I spy mean that we will see how many rounds are left in the clip on the A.S.?
you dont have to retexture the maps... make another wad in the hlbsp wad3 format make sure all of the texture names are the same load it up in hammer... load your map source up in hammer ... recompile ...
We're making a bunch of new textures :)
As allways. HOLYYYYYY. I love moty cayse we have more updates
It's looking better and better with each update. Good job.
Just a question, i can play Quake1 on my Nintendo Wii. It loads mods just alright. Would this work as well?
Because we've done so much on the engine, you may beable to run a very, very lowered down version. As we've changed alot of the engine, that means the stock Wii engine won't beable to run our maps.
Nice O_o
FINALLY AN MODDB ACCOUNT!! :D
Just created one to vote and coment some stuff!
Well this update is prettyyy good!
Better colours! and Assault Rifle looks much better that way!
Thanks :)
Cool when will this be released?
As I usually say.
When it's done.
So if you release it when it's done, it's not really a beta ;)
This guy is good getting the best conclusions xD
When did I say what was done ;)
Hell, I would've meant when the next model is done :P
what if the gun changed every 10 shots than it would only be 6x50