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Active Posts:
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Most Active In:
Everything EDuke32 (2 posts)
Joined:
30-January 10
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User is offline Mar 16 2010 02:27 AM
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My Information

Age:
41 years old
Birthday:
December 5, 1977
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://www.paulloudon.com

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Posts I've Made

  1. In Topic: BloodTC for eDuke32

    24 February 2010 - 03:32 AM

    View PostPlagman, on Feb 16 2010, 03:36 AM, said:

    When running Polymer mode, you can also use the r_pr_billboardingmode cvar to do what you want.


    Firstly thanks for responding to my question.

    Secondly, not sure why billboarding mode would be an issue if sprites have been replaced with 3D Models ...so I don't get why r_pr_billboardingmode only applies to Polymer mode. Prior to asking the above question I had already tried changing the r_pr_billboardingmode at both "1" and "0" in the binds.cfg file started the game in polymer (having installed the high-res pack) and then switched in the in-game options to sprites each time and it had no effect on sprite billboarding whatsoever.

    This is why I was concerned about the Blood sprites not looking as they did originally because I could see no way of changing them.

    Thanks <_<
  2. In Topic: BloodTC for eDuke32

    30 January 2010 - 11:55 AM

    Hey,

    Just curious about something.
    The Original Blood had sprites that were "billboarded" to the X and Y axis, meaning that they pivot towards the viewer whatever angle they are viewed from. Whilst Duke Nukem 3D including ports JFduke and Eduke32 has sprites that are only locked to the X axis, this has the effect of making them look paper thin when viewed from above or below. So my question is, have you found a way of making sprites in the BloodTC have an X,Y "billboard" like the original?

    Thanks :blink:

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