PDA

View Full Version : New q3map - 2.3.29


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

eyeronik
2002-11-07, 05:41
Also if u anit used it before that readme isnt the right one to tell you what to do, the correct readme is called something like "old readme or presvious readme" and its in the actual file of q3map, its just a case of making a folder and putting some files in as well as q3map, its nothing hard

WeblionX
2002-11-08, 21:58
All hail Yndar. It helps me not. But I'll get it anyway.