Open zturtleman opened 11 years ago
I'm tempted to turn q3map2 into a map compiler and editor framework library with CLI and newly written the GUI editor. It would take a long time though.
From issue #103:
I reviewed the q3map2 per-game settings. emitFlares should default to enabled as Spearmint supports flares. wolfLight changes how light entities render in q3map2, so should be set per-game (though maybe not in gameconfig.txt, may have separate editor/map-compiler config file?).
Going to need to fork q3map2. I'll probably end up forking GtkRadiant 1.6 too. MintRadiant? Levelmint?
List of things to do... (list will probably grow as I think of things)
q3map2
if 0
...endif
in shaders? (Already supported by engine, see Shaders wiki page.)radiant / q3map2
radiant
I'd like all the editor config to be loaded from game directories, so every game can easily ship with editor config.
To be decided: Should I support non-Spearmint Q3, ET, etc? Could choose to require using new game config with radiant option to compile to legacy game formats.