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7 <title>Key changes that have been made include</title>
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13 <p align="center"><font size="5">Key changes that have been made include:</font></p>
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22 </font><font FACE="Symbol">
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23 <p>· </font><font FACE="Times New Roman">A variant of the func_group entity
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24 has been added to the game. When a func_group of brushes (only) is given a
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25 terrain key and a numerical value (an ID number for that terrain) and several
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26 other key attributes, it becomes a terrain entity and is treated differently
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27 than other brushes during the compile.</p>
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28 </font><font FACE="Symbol">
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29 <p>· </font><font FACE="Times New Roman">The map area has been expanded to
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30 128,000 units in all extents (256,000 units on any edge of the map volume).
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31 While this does not mean that a map that large could actually run on current
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32 game hardware, it does give the designer room to explore what the actual
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33 limits may be. As a point of reference, mpterra2.bsp is roughly 12K x 16K x 3K
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34 units in size
\85 the largest map in the game by far.</p>
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35 </font><font FACE="Symbol">
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36 <p>· </font><font FACE="Times New Roman">A terrain texture mapping system
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37 plots textures across the terrain entity using a specially created .pcx or .tga
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38 art file as a map for planar projecting and blending shaders on terrain
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40 </font><font FACE="Symbol">
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41 <p>· </font><font FACE="Times New Roman">A
\93meta-shader
\94 is used to
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42 organize and calculate blends between the shaders that are mapped onto the
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44 </font><font FACE="Symbol">
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45 <p>· </font><font FACE="Times New Roman">Textures designed for use under
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46 vertex lighting can be substituted at map load time for more complex shader-manipulated
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47 textures that may not look correct in a vertex light only situation.</p>
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51 <p align="center"><a href="introduction.html">Back</a> - <a href="table_of_contents.html">Table
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52 of Contents</a> - <a href="art_tools.html"> Art Tools</a></p>
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59 <p align="center"> </p>
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60 <p align="center">-4-</p>
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