Skaruts
Skaruts
Not sure it makes much of a difference, unless you need to do some post-processing on the node. But for that I think it would probably be more reliable if...
Ah, that did indeed load the textures. I changed `basegame="assets"` so it sees `assets/textures`. But I'm confused, though. I can't tell why Quake3 config sees my textures while my config...
My config already has those two settings, since I duplicated hl.game to make my own config. This is my `test.game`: ```xml ``` I don't know what you mean by 220...
I keep having NRC giving me errors at startup whenever I try to customize my game definition. I found a better alternative to Qodot, but it only supports Q1 maps...
Ooh, that works! Thank you. :) qbsp isn't generating the same bsp output, though. I created two simple maps exactly the same in trenchbroom and in NRC, but the compilation...
Got it working. Tbh I don't know why it wasn't working, but it's working now. :+1: And yea it wasn't anything related to NRC, I just wanted to understand it....
Just one unrelated question, is there some way to visually edit the `origin` of a brush entity that has an origin? Like a gizmo in the 2D or 3D views?...
That's unfortunate. It makes making doors and windows harder... > As soon as you've got it working for Godot, do you approve inclusion of the config in editor releases? I...
See, this is how it works in every editor that I've used before, including TrenchBroom. To make rotating doors, or windows, or levers, or anything that rotates, you use the...
> In DR i couldn't figure out the way to select origin alone Oh, it's a little different. DR handles the origin just like a vertex, so you have to...