I am assuming that the map (.map not .bsp is what im talking about here) format for rtcw is the same as for quake3. I am also assuming this is a good place to ask someone to explain the map format, like what all the crazy numbers mean. Heres a small map file for someone to look at if need be:
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( -64 64 8 ) ( -64 -64 8 ) ( -64 -64 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 64 64 8 ) ( -64 64 8 ) ( -64 64 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 128 -64 0 ) ( 128 64 0 ) ( 128 64 -8 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( -64 -320 -8 ) ( 64 -320 -8 ) ( 64 -320 -16 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( -64 -64 64 ) ( -64 64 64 ) ( 64 64 64 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 64 64 0 ) ( -64 64 0 ) ( -64 -64 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
}
}
I am interested in this info as I would (dont laugh at me) like to make my own game and seeing as radiant already exists it would be good for making things. As far as I know the numbers are co-ordinates for the brush (why are there only 3, shouldnt it be 4 per face?) and the other numbers are texture co-ordinate and also theres the texture of the face. A more detailed explination would be helpful. Thank you in advance.