That seperate download is lost… You can get it with the newest GTKRadiant install or try to compile it yourself from the source at http://zerowing.idsoftware.com.
as im using ubuntu i can only get the 2.5.10 (including in 1.4.0 radiant) version of q3map2, cauz it doesn’t support rpm packages and this version doesnt work properly …
good news for all debian derivates users: i’ve been able to convert the rpm package of the current gtkradiant-dev to a deb package using alien … if ne1 needs it i can load it up on my ftp …
gtkradiant is opensource, or am i wrong?
I’ve also managed to convert the gtk-radiant RPM.
But after the installation with a doubleclick on the DEB file I can’t find the installation.
(Ubuntu-distribution V 6.06, GDebi Paket Installer has been used for installation.)
Finally (has to be renamed to tar.gz):
Thanks to CooperHawkes who has posted the link in the level-designer.de forum.
I’ve found the path.
There’s an option to see the files that are included with GDebi Paket Installer.
anyone have the windows version?
This is bundled with GTKRadiant 1.5. The PC I’m using isn’t my regular modding PC, so I don’t know if I have it around here.
I just replace the exe?
Just install GtkRadiant 1.5. Q3Map2 is automatically installed for you and it is the latest version.
I have it installed, it’s unusable on my pc, I just use it for the mapcoords plugin
Well, if you must download it:
Install in a new directory, don’t replace the defaults.
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Yeah, Install in a new directory, don’t replace the defaults. Agreed
Interesting post dude…discussion are always helpful in one way or the other. Thanks for giving out information. It’s really nice and mean full.
Q3Map 2.5.16 Released
Tuesday, 26 October, 2004 at 6:02 PST | Pappy-R | Print News
Ydnar has announced the release of Q3Map 2.5.16. Just three bullets for this latest update, here’s a quick look at what’s new:
* New: -fixaas mode to reassociate an AAS file with a changed BSP * New: -nostyles switch on light phase disabling lightstyles * Using libmhash cryptographic hashing library instead of md5lib
The use of models is normally because certain objects are too complex to create using brushwork or patch meshes, they do however serve additional purposes;
* Allow 'smooth grouping' on world objects - this effects the way lighting 'behaves' on surfaces, by default brushwork doesn't have smooth groups. * Reduced polycount compared to patch meshes - Patch meshes in the Q3 engine have a fixed row/column relationship which means the more complex the curve the more polygons are needed to describe that curve (thankfully Doom 3 engine editing allows the manipulation of the row/column relationship).