-
While I was spectating the bots at timescale 5 or 10, I noticed that _sometimes_ bots didn't die after falling down from the arena... They just remained on the "floor of the sky", almost invisible in …
-
The map was decompiled but it only has entities and no brushes (walls). Am i doing something wrong?
bd565 updated
1 month ago
-
Hi, I just discovered your netradiant branch. As a radiant contributor I try to reduce the most possible the diff between living radiant branch. That's why for example I sometime backport stuff from N…
-
**See**
- http://forums.ubergames.net/topic/2658-understanding-the-quake-3-map-format/ (patchDef2 and brushDef)
- http://forums.thedarkmod.com/topic/15668-plugin-request-save-map-in-quake-3-format/ …
-
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…
-
It would be helpful for developing FTEQW standalone projects (and help make custom maps for the game The Wastes that uses FTEQW) if there was support for VVM models and .mat shader files.
VVM model…
-
Some map makers including myself would like to be able to export our maps, including textures to a 3D editor like 3ds Max or Blender. FBX has become the universal method for transporting 3D objects fr…
-
When you build alien models in Unvanquished, they're usually facing at you (when they have eyes).
When you build egg, the egg does not have eyes so the egg itself does not really have orientation, …
-
That's a bug I noticed a long time ago, but I did not find time to report it before.
At some point in the past years, PNG textures started to be rendered white. Other formats like TGA are not affec…
-
Quake puts Z up, and Y back. The rest of the world puts Y up, and Z back. A couple years ago, I added hacks to GtkRadiant's Picomodel .obj loader to "fix" this by swapping Y and Z when loading vertice…