Garux
Garux
#60 I'm sure there is TODO in the code, sorta `make it work with lightstyles`
q3map2 styles hack via generated shaders is implied
This exports from .map: https://github.com/Garux/netradiant-custom/tree/master/contrib/brushexport  Apparently requires a few more options for your purposes
May use NetRadiant instead ¯\_(ツ)_/¯ It does not export curves and models tho, i'd like to have this too Textures are easy to grab with auto pk3 creator
@KroniK907 what are those steps? I'm getting model right out of the box with textures in max and blender after these changes: https://github.com/Garux/netradiant-custom/commit/034f06f18d4dc3615f4211ab0351ebf81f44e7f5 Visible improvements are option to scale model...
This is bs still; I wonder if workaround exists for this NV gamma issue Only camera seems to be not affected; I thought it was about order of ogl contexts...
Anything may have an effect, but this is likely known NV gamma issue (is a thing for many games + recent drivers) ref: https://forums.geforce.com/default/topic/1074911/new-driver-messed-up-colors/
Because you covered just one face per brush with it; This has random behavior in 1.6 branch.
Result of covering two faces is random too.
Yes, this radiant shuffles faces and this q3map2 determines content by 1st face.