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I'm trying to debug a strange issue I see with lighting, a spotlight is added to an enclosed room built in Trenchbroom and compiled by qbsp and vis (works in Quake 1 engine). After importing the lower…
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It's a long one, apologies.
What I'm thinking is that perhaps with potential new features there's a point in indicating required features (future and past) in the BSP and enabling fallback to commo…
ghost updated
5 years ago
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### How can we help?
I would like someone else to build the manifest.
### Please read and ensure the following
- [X] The installer meets the above requirements
### Please provide the following inf…
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### How can we help?
I would like someone else to build the manifest.
### Please read and ensure the following
- [X] The installer meets the above requirements
### Please provide the following inf…
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While using TB, I've often found myself accidentally overwriting recently-edited entity properties with nonsense values like `sd`, `es`, `fs`, etc. from the movement keys.
This happens while moving…
Shfty updated
4 years ago
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When working on a map in both Radiant and TB, floating point plane points can create trouble because Radiant will just truncate them. We should possibly have an option to force integer plane points so…
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I'm experimenting creating a forest using a bunch of `misc_model`s where the `mdl` key is set to `progs/tree2.mdl` (from Hexen 2). In the screenshot below you can see that the right-most tree is casti…
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Create a document that includes links to Downloads/Git repos/Websites for:
- qbsp/vis/light
- qpakman
- whatever else is needed to compile/package
I've found these through trial and error, but …
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Since Q2RTX doesn't use lightmaps, currently it's not possible to have smoothed (phong) shading in Q2 maps.
Could you please add such functionality, if possible, to 4bsp? It would need to generate …
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Reading through the mapping help thread on func, it becomes apparent that setting up compilation profiles is a major problem for a lot of people. We should come up with a way to generate / prepackage …