Hi!
While struggling with ase converting, I dreamed of one thing as described below.
func_ase:
spawnflag: autoclip(on/off), lightmapping(on/off), patchmeta(on/off)
key&value: name(path), np, subdivisions
When compiling, q3map2 automatically treat them individually for conversion then replace with the actual entity made up of brushes or patches then compile the map.
Is this theoretically possible to achieve?
Just a fancy though.