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Steep Maps, Tri-Planar Blending & Splat Mapping - The quest to blend #2


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The alpha stuff is on the todo list, but I havn't had a chance to look into it yet 

 

The good news is I have been working on other parts of that version of q3map2 though to create a much better bsp compiler without all the dumb limitations.

 

With the new enhanced version it is possible to create massive maps with a crazy amount of detail. It is also possible to compile warzone trees into a bsp and use it on non-warzone games.

 

Also updated the output of the console to give mappers a much better idea of how long things will take to complete with real percentage completed bars, not the random printing to screen of "1...", "2...".

 

Here's a screenshot of the new compiler :)

 

Cannot wait for this!

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