YDNAR has just released the latest Q3Map2 version and the reason I am posting this is because it contains one very useful new feature - automatic meta triangulation and lightmapping of models set with spawnflags (meta triangulation optimises the rendering of models while lightmapping makes them look nicer). To do this previously required creating a new shader to specify these commands..now you can do it with a simple key/value pair in GTK :) You can also auto-clip models with a spawnflag too (only do this one simple larger models! - modelled terrain is a perfect example.)
Anyhow this is the update list 2.5.12 (2004-01-18)
- New: -dark option for dark lightmap/brush seams in -light (Unreal 1-ish) - New: spawnflags 4 on misc_model entities makes them forcemeta/lightmapped unless explicitly set as vertex lit in their shader(s). This can be combined with spawnflags 2 (solid) as spawnflags 6 - New: -gamma N.N switch sets lightmap/vertex gamma value for more realistic lighting, instead of using high ambient/minlight. Default is 1.0 (linear ramp), good values are between 1.5 and 2.2 - Changed q3map_lightmapGamma N.N to q3map_lightmapBrightness N.N, to better match its intended function - Ported to VS.NET 2003 and GtkRadiant 1.5 (spog_branch) - Fixed bug in _skybox maps where sunlight was leaking through brushes. Thanks pjw! - Fixed bug in ASE loader where models without submodels/submaterials would not load properly. - Fixed bug where q3map_tcGen was not being applied to models - Optimized MergeMetaTriangles a bit - Added KOR's fix to raytracer - -bouncegrid no longer affects the lightgrid dir - Added feature to PicoModel where spaces in material names in 3DS, ASE and LWO models will mark the end of the shader name, so you can have "textures/foo/bar 1" and "textures/foo/bar 2" in Lightwave, and both surfaces will map to "textures/foo/bar"
I thought a mapper like you, should be angry, cuz you can decompile maps, so they are editable ??
Decompiling came in very handy for me when I lost the map file to Endurance of Hatred.
Also, gotta love picoshading and models being lightmapped! (Wade, I now want to see a new compile of that modeled map of yours!)
lol, I'm modelling Rivendell...gonna post a WIP of an untextured building later. So you'll see it over at the LotR mod forums.
And although decompiling can be used to bad intent...it is so hard to release a map if you copy something from another map without it being noticed. Although I have had people use it to find out how I've done stuff like Goa'uld transport rings (Stargate) before and how I created a basic wormhole travel system - now I look at that in another way; I'm honored that people look at my work and feel the need to know how to use it in another map especially as most give credit where credit is due.
WadeV1589Although I have had people use it to find out how I've done stuff like Goa'uld transport rings (Stargate) before and how I created a basic wormhole travel system - now I look at that in another way; I'm honored that people look at my work and feel the need to know how to use it in another map especially as most give credit where credit is due.
I agree, that's definatly better than any tutorial