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SomaZ

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  1. 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:
     
  2. 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.
  3. 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.
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