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SomaZ's post in Possible to add brushes without decompiling the .bsp and breaking the map? was marked as the answer
Just use -mergebsp with latest q3map2 version of netradiant-custom. Get it here: https://github.com/Garux/netradiant-custom/releases
So, you simply build the brushes you want to add to a bsp within radiant, add lights so the brushes are lit like in the original map, run a compile, don't worry about leaks or anything related to that.
After that you merge both bsps with q3map2.exe -game ja -mergebsp -world <mainBsp.bsp> <bspToinject.bsp>
mainBsp is your original map in this case. Hope that helps.
More info in the commit of Garux adding this feature:
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SomaZ's post in Surface lights was marked as the answer
We had a talk about this over on discord. It boils down to:
GtkRadiant wasn't configured correctly and shader file name was not added to the shaderfiles.txt file in the shaders folder under base.
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SomaZ's post in Terrain Fractal Texture (bad to see) was marked as the answer
Looks like it's tiled to many times. I never used easygen or radiant with terrain before, but I would try to reduce tiling in easygen until the result fits your needs (I dont know if easygen has a feature like that). So you have to simply scale your uv's of your terrain faces. Since its tiled to much, you have to scale the faces in the uv down. I hope that makes any sense. Maybe you can scale the uvmapping in the shaders, I dont know if thats possible.