by Gleeb » Dec 29, 2001 @ 2:44pm
Basically, it needs just a bit of cutting and pasting, at least on a PC. I don't know about the PPC fs or PQs code, so I couldn't say if convresion would be needed, but the PPC would need enough memory to store the files, as they are placed in memory, not on the fs.<br><br>Also, EBSP loading is backwards compatible with old BSPs, and EBSPs will load into any engine that doesn't support EBSP loading, but the maps will lack those extras that come with the files.<br><br>At the moment, there are 3/4 PC Quake ports that support it, including my own GQ <br><br>Just imagine, a large map filled with detail... you're running about, getting r_speeds indicating 800 polygons, the limit normal quake will play, and you're thinking, this will never run on my PPC, and then when you try, you find all the pointless detail is gone, and has far nicer r_speeds.<br><br>On a similar note, what kind of r_speeds should I aim for if I make a PQ map?