eyeronik
2002-11-05, 17:42
http://shaderlab.com/q3map2/2.3/q3map_2.3.29.zip
http://shaderlab.com/q3map2/2.3/readme.txt
2.3.29 (2002-11-03)
- Merged with latest CVS, fixed minor issues with matrix order
- Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
- Expanded debug colors to 12 for debugging surface meshes
- PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
so more models supported correctly, also loading vertex normals
- PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
are stripped, and \ path separators are changed to /
- New: Add :q3map to the end of any shader name, and it will be interpreted as
the named shader minus :q3map. Example:
textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
One potential use is the -approx feature to collapse lightmapped surfaces
into vertexlit surfaces, saving lightmap space/memory
- New: q3map_clipModel -- does what you think it does, sort of. This code ix
really experimental, and should *only* be used on large models such as terrain
(not small decorative models). This code will be evolving. Note: the shader's
surfaceparms are inherited by the magic clip brush, so if you have nonsolid
in your model's shader that uses q3map_clipModel, then the brush will also
be nonsolid
http://shaderlab.com/q3map2/2.3/readme.txt
2.3.29 (2002-11-03)
- Merged with latest CVS, fixed minor issues with matrix order
- Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
- Expanded debug colors to 12 for debugging surface meshes
- PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
so more models supported correctly, also loading vertex normals
- PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
are stripped, and \ path separators are changed to /
- New: Add :q3map to the end of any shader name, and it will be interpreted as
the named shader minus :q3map. Example:
textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
One potential use is the -approx feature to collapse lightmapped surfaces
into vertexlit surfaces, saving lightmap space/memory
- New: q3map_clipModel -- does what you think it does, sort of. This code ix
really experimental, and should *only* be used on large models such as terrain
(not small decorative models). This code will be evolving. Note: the shader's
surfaceparms are inherited by the magic clip brush, so if you have nonsolid
in your model's shader that uses q3map_clipModel, then the brush will also
be nonsolid