Q3Map 2.5.12 - Plantlife
Taking down Shaderlab for the foreseeable future. This will be the last release for a while until I retool my servers and get everything back up and running. It’s compiled with Visual Studio .net 2003, and includes the required runtime DLL. Thanks to pjw, rgoer and Zer0-l0gic for their help with this release.
This version also includes the new q3map_alphaMod dotProduct2 feature.
Note: this version should be installed in a seperate directory, as its DLLs might conflict with previous versions of Q3Map2 and/or GtkRadiant.
Version history/changes:
2.5.12 (2004-01-18)
- New: -dark option for dark lightmap/brush seams in -light (Unreal 1-ish)
- New: spawnflags 4 on misc_model entities makes them forcemeta/lightmapped
unless explicitly set as vertex lit in their shader(s). This can be
combined with spawnflags 2 (solid) as spawnflags 6
- New: -gamma N.N switch sets lightmap/vertex gamma value for more
realistic lighting, instead of using high ambient/minlight. Default
is 1.0 (linear ramp), good values are between 1.5 and 2.2
- Changed q3map_lightmapGamma N.N to q3map_lightmapBrightness N.N, to
better match its intended function
- Ported to VS.NET 2003 and GtkRadiant 1.5 (spog_branch)
- Fixed bug in _skybox maps where sunlight was leaking through brushes.
Thanks pjw!
- Fixed bug in ASE loader where models without submodels/submaterials
would not load properly.
- Fixed bug where q3map_tcGen was not being applied to models
- Optimized MergeMetaTriangles a bit
- Added KOR's fix to raytracer
- -bouncegrid no longer affects the lightgrid dir
- Added feature to PicoModel where spaces in material names in 3DS, ASE
and LWO models will mark the end of the shader name, so you can have
"textures/foo/bar 1" and "textures/foo/bar 2" in Lightwave, and both
surfaces will map to "textures/foo/bar"
Enjoy!
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