[Gtkradiant] q3map2 -convert -format map - working on texture alignment
Rudolf Polzer
divVerent at alientrap.org
Sat Dec 29 10:39:35 CST 2007
On Sat, Dec 29, 2007 at 05:07:42PM +0100, I wrote:
> Known issues with this "decompiling":
> - embedded models get lost (I _could_ actually try supporting them,
> maybe they actually are supported now, haven't tested it - if they do
> get decompiled and just get broken texture alignment, I know how to
> fix it, but I'd expect them to get lost totally - I'll test this
> later, and possibly fix)
Addition: I just managed to support them as good as possible. I updated
the patch at
http://emptyset.endoftheinternet.org/~polzer/nexuiz/q3map2-convert-map-bprimit.diff
The result is that it uses the autogenerated brushes from q3map2 (only
works when the spawnflags for these were specified). Of course, as you
know, q3map2 has issues generating these... my patch fixes these. When
trying to decompile a map that was affected by the bug (but not so much
that it actually led to gameplay problems), the clipping
problems immediately become visible:
http://emptyset.endoftheinternet.org/~polzer/img/uploaded/f035a559765eb329defa09aa939c74ba.png
And I already specified -ne 0.1 -de 2 to get a viable result... regular
brushwork decompiles nicely with the regular values of normalEpsilon and
distanceEpsilon.
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