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hi, im developing rtems app on gr712rc board and trying to configure clangd for it.
my compile command is sparc-gaisler-rtems5-g++ -qbsp=gr712rc_smp -mcpu=leon3 -mfix-gr712rc, while every parameter a…
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This project is so neat!
I'm pretty new to TrenchBroom and the bsp workflow in general, and hit a bit of a stumbling block with mapping textures to materials in godot: it wasn't obvious to me initi…
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### Crash Info
In the case of a crash, please upload the generated stack trace, log file, and map file along with this report.
Thank you very much!
[crashlog.zip](https://github.com/user-attach…
Kr3m updated
17 hours ago
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Either via external conversion (q3map2 or qbsp) or better by directly writing out in this format. Requires better understanding of texture maths though.
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- don't accept `\"` for escaping a double quote, because no engines accept it.
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I've created a [manifest](https://github.com/magicmyth/io.github.ericwa.ericwtools) for building [ericw-tools](https://github.com/ericwa/ericw-tools) (A set of ID Tech 1/Quake map compiling tools). Th…
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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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Allows for stuff like non-solid trains and doors for aesthetic purposes (ex: clouds), without requiring mod support. Also saves clipnodes on non-standard nonsolid entities.
In Q1/Hx2/HL1, this woul…
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Right now, exported standard Q3 maps converted via `q3map2` open fine in NetRadiant, but moving a wall makes it crash because it can't handle the texture transform. So something is wrong. Could be jus…
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ericw-tools `qbsp` tool supports compiling maps with a list of brushes for brush-based collisions, which might be useful for faster and more accurate generation of StaticBody3D collision geometry over…