Mr. Carmack, My name is Gary and I've read in perhaps one of your.plan files that you had toyed with the idea of having marks be overlaid on curves, but didn't want to mess with the math. I was wondering if perhaps now, since the test was released back in August, if you've had the time to implement dynamic curve texture overlays? Since Epic in the Unreal Tournament was able to get textures to conform to non-uniform brushes such as cylinders and interior corners, are you trying to come up with a way to make curves overlay properly on curves to up the level of 'realism' to the levels that UT has acheived in its demo? I realise that the two map formats are different, but could you possibly extrapolate the equation for the curve the texture would be sitting on from the.bsp file and then 'bend the plane' of the texture to that angle and apply it? Also, is this the same limitation that prevents marks from showing up on brushes with curves in them or subtracted from them, such as the upper level plats in Q3Test2?One last thing, are we going to see different types of marks, such as small 'craters' left from bullet impacts, instead of just one scorch mark resized (I'm assuming) for each bullet mark?
Mr. Carmack, My name is Gary and I've read in perhaps one of your .plan files that you had toyed with the idea of having marks be overlaid on curves, but didn't want to mess with the math. I was wondering if perhaps now, since the test was released back in August, if you've had the time to implement dynamic curve texture overlays? Since Epic in the Unreal Tournament was able to get textures to conform to non-uniform brushes such as cylinders and interior corners, are you trying to come up with a way to make curves overlay properly on curves to up the level of 'realism' to the levels that UT has acheived in its demo? I realise that the two map formats are different, but could you possibly extrapolate the equation for the curve the texture would be sitting on from the .bsp file and then 'bend the plane' of the texture to that angle and apply it? Also, is this the same limitation that prevents marks from showing up on brushes with curves in them or subtracted from them, such as the upper level plats in Q3Test2?One last thing, are we going to see different types of marks, such as small 'craters' left from bullet impacts, instead of just one scorch mark resized (I'm assuming) for each bullet mark?