Comments (4)
This would probably require the ability to load Quake 3 shader files too, which is a lot of work if you want all effects (like cubemap reflections).
from neothyne.
The engine won't support loading of Quake 3 maps to play them. It will have an option in the world creator to purely import the base mesh of them. This feature is not important yet though. We already have the option to do this with OBJ meshes which you can convert .maps to trivially.
from neothyne.
Btw, I am NOT doing maps in Blender, so people will have to use the Quake
editor anyways.
On Sat, Jul 18, 2015 at 12:33 AM, Dale Weiler [email protected]
wrote:
The engine won't support loading of Quake 3 maps to play them. It will
have an option in the world creator to purely import the base mesh of them.
This feature is not important yet though. We already have the option to do
this with OBJ meshes which you can convert .maps to trivially.—
Reply to this email directly or view it on GitHub
#41 (comment)
.
from neothyne.
Not worth the complexity of adding in the engine. You can already trivially convert the files to OBJ mesges which the engine will import.
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Related Issues (20)
- Audio resampler
- Positional audio
- Animation blending
- Bring back HOQs
- Bring back map models for the renderer
- Font outlines / SDF?
- Determine why moving light entities causes massive pipeline stalls HOT 1
- Support shadows on map models
- CSM - Shadow mapping for directional light (sun light)
- Some sort of simple video codec
- Proper animation blending of IQMs
- build fails with clang HOT 1
- Player model / menu mockups
- divisions by zero HOT 1
- heap use after free on game exit HOT 1
- buffer overflow: window size changed midgame HOT 1
- double free HOT 2
- edit menu buffer overflows with -Ox >= 1 HOT 1
- clang build broken HOT 1
- crash on startup when building with clang HOT 1
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