Or Half-life, or Quake 3, or anything else that has a BSP tree. SC can't do everything that a Quake 3 zone calls for, but it can do enough. The reason for the DLL abstraction layer is because I don't want it tied to any particular format, even XWF. Every file format becomes obsolete eventually. The choice of using an abstraction layer really has nothing to do with Sony at all -- I simply consider it good design.
Excellent idea. Time for me to catch up on my BSP Trees reading .
I can't speak for the live client, but 32bpp textures should work just fine in SC.
It's a big pain having to create a mask just to create a translucent/transparent section of a particular texture. Would be great if I could just import a png file with transparency and have it determine the alpha through the image file rather than 2 different files.. Or changing the opacity of the entire texture.
If you have a 32bpp .BMP file, it should work. One of the OpenZone to-do's is to let it import any file, not just .BMP. I think it can handle .TGA files, though. If you convert your image to a 32bpp TGA file it should work right now.
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