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View Full Version : RELEASE: Q3Map 2.3.32 (Palindrome)


ydnar
30th November 2002, 18:17
Q3Map 2.3.32 (http://shaderlab.com/q3map2/2.3/q3map_2.3.32.zip) - Readme (http://shaderlab.com/q3map2/2.3/readme.txt)

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2.3.32 (2002-11-30)

- GtkRadiant (1.2.11) integration
- Added epsilon to texture plane choose code to eliminate numerical
inconsistencies on brush faces slanted at 45 degree angles (bug 637)
- Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
- Adjusted some light tracing constants to fix certain brush/patch seam shadows
- Tinkered with skylight code again
- Fixed bug where lightgrid would be black if level was compiled with -nogrid
- Fixed -approx code to work in floating-point space, using _minlight
- Fixed bug where vertex light code was using invalid pvs data to create
light list for surface, leading to incorrect vertex lighting
- Fixed related bug in anti-light-leak code that was causing brush faces to go
black (bug 694)
- New: _minlight sets _minvertexlight and (new) _mingridlight automatically
- New: _mingridlight key to set minimum grid lighting
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This version will also be included in GtkRadiant 1.2.11.

y


<font size=-1>[ This Message was edited by: ydnar on 2002-11-30 18:20 ]</font>

Mr DiMPy
30th November 2002, 20:58
Thanks Ydnar just finished compiling my map with the new version and all the dark marks that were there with version 31 have now gone. Again thanks for all the work that you do on this great compiler.

pazur
1st December 2002, 01:16
great job ydnar :smile: models look nice again, vertex lit terrain is correct now and some wrong shadows are fortunately also gone.

Grand Nagus
1st December 2002, 04:18
Hey! I wanna thank you too, ydnar, and thanks for taking the time to include Elite Force in your list of supported games. I'm having a blast figuring out all of the new things that q3map2 can do, and it's almost like re-learning how to map with all of the new surfaceparms and such to play with. And bumpmapping... Doggone it, it's just plain all good.

Gotta question, though... I was wondering if it would be possible to integrate an .aas compiler into q3map2? I don't really know how closely related BSP and AAS files are, but MAN it would be cool to be able to compile a map and then create bot navigation info all from the same program!

Thanks again, and keep up the great work!

Matt
2nd December 2002, 00:25
While it fixed 98% of the patch/brush shadow problems, there are still some left over, and a few new ones as well...

FSF-Moses
2nd December 2002, 09:13
Got it mirrored again for those who down't want to install GtkRadiant 1.2.11 yet :smile:

Raven
2nd December 2002, 21:15
Thanks again Ydnar!!! This version fixed all of my problems.