Q3Map 2.5.12 (the compiler for maps) -1 reply

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Guest

I didn't make it!

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#1 14 years ago

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"

Download: Win32 - Linux x86




homo sine domino

 

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1st September 2002

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#2 14 years ago

I thought a mapper like you, should be angry, cuz you can decompile maps, so they are editable ??




GothiX

No Time to Cry

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#3 14 years ago

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!)




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#4 14 years ago

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.




homo sine domino

 

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#5 14 years ago
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