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- Q3Map2 Version History + Changelog (Reverse Chronological Order)
-
- 2.5.11 (2003-12-01)
-
- - New: added support for _skybox entities to generate "portal sky"
- surfaces in games w/o native support (Quake 3). _skybox entities have
- 3 keys: _scale (default 64), and angle/angles (for rotation of the
- skybox relative to the map)
- - New: added -skyfix switch to BSP phase as a workaround hack for
- the black GL_CLAMP border on skybox edges on ATI (and newer nvidia)
- video cards. Note: unnecessary in ET or JA
- - New: Added _anglescale to light entities for scaling angle attenuation.
- Use a small value (< 1.0) to lessen the angle attenuation, and a high
- value (> 1.0) for sharper, more faceted lighting
- - New: Added _lightmapscale support to misc_model entities
- - Custom shaders (external lightmaps, styles) will not be generated
- if the find/replace text cannot be found
- - Tightened up light culling epsilon from 1.0 to 0.125 to stop certain
- surface lights from being incorrectly culled (thanks RasputiN!)
- - Fixed bug where small 3 and 4 sided brush faces were getting fanned,
- adding triangle/vertex counts
- - Moved to Visual Studio .NET, with aggressive optimizations enabled
- - Cleaned up missing image warnings
- - Parsing images out of shader stages if not found explicit/implicitly
- - Loads Enemy Territory implicitMap images if editor/light image not found
-
-
- 2.5.10 (2003-10-22)
-
- - New: Lightwave model support (beta) courtesy of RR2DO2
- - New: Heretic 2 FM model support courtesy of Nurail
- - Re-enabled vertex cache friendly triangle reordering with fix
- - Disabled triangle reordering on certain surfaces, including autosprite
- shaders due to visual errors
- - Fixed bug in radiosity where sorting of lights by style took forever.
- Thanks ReBoOT!
- - Fixed bug in sun lighting code where maps too far off the origin would
- not be properly it by sun or sky light. Thanks MindLink!
- - Entity causing a leak will be printed and selected in Radiant if BSP
- monitoring is enabled. Requested by heeen
- - Fixed odd bug causing 10x slowdown in lighting in some maps. Should
- be back to 2.5.7 performance. Also fixed a couple old bugs related to
- autosprite shader (point) lights and backsplash lights not being styled
- or setup correctly
-
-
- 2.5.9 (2003-10-12)
-
- - Disabled triangle reordering for now (crashing on some maps)
-
-
- 2.5.8 (2003-10-02)
-
- - New: Added two new sun parameters: angular deviation (width of the sun in
- degrees) and sampling count (jitters). This allows for decent approximation
- of penumbra "half-shadow" effects from sunlight with 16+ samples. These
- parameters are accessible for entity lights (including spots and suns) via
- these entity keys: _deviance and _samples. To use in shaders, use the new
- q3map_sunExt <r> <g> <b> <brightness> <angle> <elevation> <deviance> <samples>
- - New: q3map_lightmapFilterRadius <self> <other> for light-emitting shaders.
- Put *after* any q3map_sun directives or else your sun will be filtered. This
- is good for eliminating the "stadium lighting" effect from q3map_skyLight.
- Also usable as an entity key: _filterradius or _filter
- - New: Quake 2 MD2 model support in PicoModel for misc_model entities
- (thanks to Nurail!)
- - Re-enabled vertex-cache-aware triangle reordering. Will probably have a
- negligible effect on rendering performance, but can't hurt
- - Added short-circuit to raytracer: any empty nodes (including children) are
- ignored on sun traces
- - Added BSP file size printout
- - Filtering of any kind now disables adaptive supersampling on a per-light,
- per-ightmap basis
- - Fixed another _minlight <-> styled light interaction bug (thanks pjw!)
-
-
- 2.5.7 (2003-08-31)
-
- - New: Jedi Academy support via -game ja
- - New: DDS (DXT1/3/5) texture support for future games
- - Re-enabled q3map_surfaceModel support, and the 'oriented' flag works as well
- - Re-enabled (fixed, really) large external lightmap support
- - Fixed a bug in the model code that would cause a crash if an uninvertable
- matrix was created
- - Fixed a bug in Mathlib m4x4_t code where the tolerance for a singular matrix
- was too low and crapping out on small (scaled down) matrices
- - Fixed bug in divide-by-zero on lightmap efficiency calculation
- - Added -force switch, allows unsupported BSP formats to (try) to be loaded
-
-
- 2.5.6 (2003-08-15)
-
- - New: can convert BSP files to MAP files via -convert -format map. Note: not
- perfect by any means, as certain pieces of data are irretrievably lost, such
- as func_group entities (including terrain specifics), brush face texturing
- info, and light/misc_model entities with Q3Map2-generated BSPs
-
-
- 2.5.5
-
- - New: -scale N.N mode to scale the BSP
- - New: -light -lomem switch to supress trace BSP optimization. This
- feature trades lighting performance for decreased memory usage
- - New: Added negative light support (note: will not darken below _minlight value)
- might screw up radiosity, haven't tested much. Should work with entity
- lights, shader lights, sun/sky lights and radiosity. Lightfilter shadows
- tint negative lights too, so the end effect is subtraction of the color
- - New: Lightstyle support for non-Raven (JK2/SOF2) games, including Quake 3,
- RTCW, ET, EF. Only works with lightmapped surfaces, use with care
- - Fixed long standing terrain texturing bug, should produce exact desired
- results all of the time now. May require fixing alphamaps that were
- kludged together to accomodate this bug on existing maps
- - Fixed bug (huh, wtf) causing misc_model surfaces to not be fogged
- - Fixed bug where fog brushes wouldn't fog surfaces if a global map fog
- shader was present
- - Fixed bug where -patchmeta surfaces were being ignored for raytracing
- - Fixed long-standing bug where twosided surfaces were not correctly
- bouncing light. You can now have a foggy glass window that re-emits
- bright light with q3map_bounce 3.0 or so
- - Fixed really stupid bug in radiosity with bouncing styled lights
- - Stripping .map and appending .bsp in -info mode
- - Fixed bug where tesselated brush face surfaces were not being fogged
- - Twosided surfaces (using cull disable/twosided/none) are now lit twosided
- - Added tighter tolerance for alphashadow/lightfilter shadowing to raytracer
- which fixed problem with double shadows from tracing near triangle seams
- - Brush entities should now be properly fogged. Really.
- - Styled lightmaps are no longer affected by _minlight (doh)
-
-
- 2.5.4 (2003-04-01)
-
- - New: q3map_tessSize support for JK2/SOF2
- - New: -lightmapsize N argument
- - Fixed bug where switched styled lights weren't working correctly in SOF2/JK2
- - Fixed bug where external lightmaps with generated shaders were referencing
- the wrong lightmap
- - Fixed bug causing lightgrid brushes to be ignored
- - Added variable sphere around trace sample points to inhibit occluder geometry
-
-
- 2.5.3 (2003-03-06)
-
- - New: SOF2/JK2 light styles now supported
- - New: q3map_lightStyle N to set shader lightstyles
- - New: Tenebrae 2 support via -game tenebrae
- - New: -light -deluxe and -debugdeluxe for Tenebrae "deluxemap" static
- lighting algorithm
- - Light envelopes now properly clipped to the PVS
- - q3map_vertexScale re-enabled (scales vertex lighting per-shader)
- - Minor bug in brush bevel code corrected
- - Brushes from func_group entities are correctly sorted on insertion
- - Fixed a couple misc warnings to print "percent" instead of "%"
- - Added -custinfoparms support to -light mode to suppress warnings
- - _minlight, _minvertexlight and _mingridlight order independent, and now
- allow for values of 0
-
-
- 2.5.2 (2003-02-17)
-
- - Fixed crash bugs with global map fog
- - Model loading really only warns once now
-
-
- 2.5.1 (2003-02-17) (Splash Damage internal release)
-
- - Added more Hella-Fast juice to light code. Overall should be 35% faster
- - Refactored surface portion of raytracer code for less memory usage
- - Changed UVW epsilon in raytracer to catch more edge cases
- - Removed bounds check on occluded luxel finding, was causing more problems
- than it was solving
- - Adaptive antialiasing code now ignores unmapped luxels for better shadow
- edges and higher performance
- - Brushes in the BSP are now sorted opaque first
- - Fixed Really Stupid bug causing MapRawLightmap to take about 4x as long
- - Added optimization to make MapRawLightmap 2x as fast
- - New non-sucky quadrilateral subdivision of patches for MapRawLightmap
- - Patches with < 90 degrees of curvature are now box-lightmapped
- - Patch vertex normals now correctly stored, fixing bug in 2.5.0
- - Prints warning if map with < 10% detail brushes is detected
-
-
- 2.5.0 (2003-02-14) (Splash Damage internal release)
-
- RAYTRACING AND SHADOW CALCULATION
- - New raytracing code. Rewrote the raytracer to maximize efficiency on modern
- "caulk-hull" maps. Uses triangle intercept code written by SPoG, based on code
- by Tomas Moller and Ben Trumbore (Journal of Graphics Tools, 2(1):21-28, 1997)
- and a biased octree leaf subdivision scheme by Y.T.
- - Shadows (casting and receiving) are now controllable per-entity
- New entity keys: "_castShadows" or "_cs" and "_receiveShadows" or "_rc"
- Values: 0 = no shadows, 1 = worldspawn shadows, > 1 explicit shadow group,
- negative values imply no worldspawn shadow interation.
- *Entities, including model2 and RTCW misc_gamemodels can now cast shadows*
-
- RADIOSITY
- - Bumped up default and smallest radiosity patch size. Performance should be
- approximately 4x with a small quality tradeoff
- - Radiosity patches now trace to centroid of triangle, and not bounds center
- - Radiosity and surface lights are now nudged around a bit if in solid
- - Radiosity light generation code is now thread-safe
- - Radiosity -dump files now .map instead of .pfb
- - Poorly worded "q3map_bounce" renamed to "q3map_bounceScale" (old still works)
- - New -bounceonly switch to store only bounced light in the BSP (for Tenebrae)
-
- MISC LIGHTING
- - Optimized case where light and sample are coplanar
- - Forcing nudged luxels to stay within lightmap surfaces' bounds
-
- CURVED SURFACES
- - New -subdivisions N argument, works with -patchmeta and -light for setting
- patch level-of-detail. Default value is 8, use 4 to simulate default Q3
- - All patch tesselation code changed to create x-patterned tesselation for
- better lighting
- - Storing patch LOD info in the .srf file for better patch light/shadows
-
- FOG
- - Reworked fog code to fix bad interation with fog and clipped models
-
- MODELS
- - Entities with attached MD3/ASE misc_models now have their bounds correctly set
- - Attached misc_models now support q3map_clipModel for solidity
- - Missing models will only warn once, rather than spew errors
-
- MISC
- - Metasurface merging no longer folds nonplanar triangles into planar surfaces
- and vice-versa *
- - Fixed Really Stupid Bug where entity numbering was not loaded by lighting code
- resulting in lightmaps merging across entity boundaries *
-
- * Might result in slightly larger BSP. For maximum efficiency, ungroup
- func_group entities before doing a final compile
-
- TODO
- + Document new shadow stuff
- + Merge adjacent light-casting triangles into convex windings
-
-
- 2.3.38 (2003-02-07)
-
- - New lighting code, return of Smoove-B. Intelligently antialises shadow edges
- when you use the new -samples N switch. Get -extra quality in 1/3 the time
- - New lightmap filtering code. Now using a proper 0.25/0.5/1.0 filter kernel.
- Also operates on individual lightsources, so per-lightsource filter/kernel
- settings are now possible
- - New -patchmeta fixes, now does stitching and adaptive subdivision.
- Thanks Sock!
- - Nonsolid patches will no longer be in the BSP when run with -patchmeta
- - Misc fog fixes, including q3map_noFog support in maps with global _fog
- support (SOF2/JK2)
- - Now stripping misc_model entities from the BSP
- - Fixed disappearing face bug that's been present since 2.3.36.
- Thanks Shadowspawn!
-
-
- 2.3.37 (2003-01-24)
-
- - Building from GtkRadiant CVS trunk
- - Added new brush bevel code by MrElusive to fix lingering aas problems (sweet!)
- - Added -snap N arg to BSP phase for axial bevel plane snapping to reduce
- clipped model plane count (note: will muck with above, use with care)
- - Patches in terrain entities should now have proper vertex alpha set
- - Fixed bug in fur code where fur was being limited to 2 layers (thanks pazur)
- - Reduced vertexlight search area to a reasonable size to keep vertex lighting
- times down
-
-
- 2.3.36 (2003-01-15)
-
- - Plane hashing re-enabled (I suck)
- - Plane hashing optimized (faster parsing of larger maps)
- - Plane finding accuracy code enabled
- - New ASE clipping code
- + With above should be 10-50% faster
- + Should generate 33% fewer planes
- + Generates mostly-axial 5-sided polyhedra instead of pyramids,
- for tighter 2-sided clipping
- - New -light args:
- + -scale N -- scales all lightsources (area, radiosity, point, sky)
- + -sky[scale] N -- scales sky lights (q3map_skylight, q3map_sunlight)
- - Changed fur code to scale fur offset based on original vertex alpha
-
-
- 2.3.35 (2003-01-14)
-
- - PicoModel now inverts ASE T coordinate
- - BSP to ASE converter now inverts T coordinate
- - Disabling 2.3.34 triangle optimization code until I find out why it crashes
- - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
- - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
-
-
- 2.3.34 (2003-01-08)
-
- - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
- - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
- They are re-read in by -light from the MAP file. This has two consequences:
- + It is no longer necessary to re-BSP & re-vis a map in order to change
- lighting. You can just change lights in the map file and run -light.
- + Slightly smaller BSP file, due to fewer entities
- + Faster loading time, as the game code doesn't have to deal with them
- - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
- of plane snapping to correct potential AAS/BSP issues
- - Using latest PicoModel, with support for RTCW MDC models
- - Surfaces per raw lightmap are now sorted by shader name, which should give
- slightly better lightmap efficiency and lower in-game shader counts
- - Adjusted model code to use correct m4x4_t code & angles key
- - Minor bugfix in patch color gradient calculation code
- - Silenced erroneous areaportal warning spew
- - q3map_tcGen now works on model surfaces
- - Using default radiosity subdivide of 256 again (should make radiosity faster)
- - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
- architectures (Mac OS X)
-
-
- 2.3.33 (2002-12-08)
-
- - Added new -bouncescale argument for radiosity scaling
- - Added -pointscale and -areascale for consistent naming
- - Radiosity patch subdivision code enhanced
- - Hint portals split the BSP first (higher priority)
- - Antiportal and areaportal faces split the BSP last, to minimize errors
- - Areaportals work internally like hint and antiportals, so they no longer need
- to be full brushes (the other sides can be skip)
- - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
- - Cleaned up some of -light argument processing
- - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
- (this fixes problems with Particle Studio particles dropping out of view)
-
-
- 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
-
-
- 2.3.31 (2002-11-21)
-
- - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
- so the seam is no longer visible
- - The -patchmeta switch works better now, the patches are still stored in the
- BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
- more efficient rendering
- - Better, more uniform lightmap sample position finding on patch meshes
- - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
- - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
- for much faster and more uniform sky illumination
-
-
- 2.3.30 (Splash Damage internal release)
-
- - Fixed bug in PicoModel ASE material parsing code
- - Fixed a few seam/lightmap precision/projection errors
- - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
- number of shaders was listed in shaderlist.txt
- - Increased a few compiler maximums for larger maps
- - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
- planar shaders to be nonplanar with the shading angle specified
- - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
- - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
- axis (which direction the lightmap was projected on)
- - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
- origin relative to the raw lightmap's bounding box
- - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
- cluster the luxel falls into
- - New: -convert switch to convert BSP to ASE file (experimental)
- - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
- single lightmap page for seamless terrain shadows
-
-
- 2.3.29 (2002-11-03)
-
- - Merged with latest CVS, fixed minor issues with matrix order
- - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
- - Expanded debug colors to 12 for debugging surface meshes
- - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
- so more models supported correctly, also loading vertex normals
- - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
- are stripped, and \ path separators are changed to /
- - New: Add :q3map to the end of any shader name, and it will be interpreted as
- the named shader minus :q3map. Example:
- textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
- One potential use is the -approx feature to collapse lightmapped surfaces
- into vertexlit surfaces, saving lightmap space/memory
- - New: q3map_clipModel -- does what you think it does, sort of. This code ix
- really experimental, and should *only* be used on large models such as terrain
- (not small decorative models). This code will be evolving. Note: the shader's
- surfaceparms are inherited by the magic clip brush, so if you have nonsolid
- in your model's shader that uses q3map_clipModel, then the brush will also
- be nonsolid
-
-
- 2.3.28 (2002-11-01)
-
- - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
- Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
- together in perfect harmony (terrain surfaceparms now inherited by brushes)
- - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
- fogged properly. Could be good for foggy water where you want the above-water
- portions to only be occluded by the water surface
- - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
- Number of lightgrid points displayed (byte size is currently out of proportion
- due to internal storage format) when Q3Map is called with the -info switch
- - Fixed wack surface merging bug where code would attempt to merge triangles not
- adjacent to the current set, causing bad lightmap projections on nonplanar
- surfaces
- - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
- luxels were being checked for occlusion rather than the actual source luxel
-
-
- 2.3.27 (2002-10-31) Happy Halloween!
-
- - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
- being read.
- - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
- if they used a shader with a normalmap (thanks ShadowSpawn)
- - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
- of 2.3.27
- - Fixed bug where lightmaps were getting knackered on models and certain patches
- - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
- models (preliminary)
- - Increased MAX_MAP_PLANES to 0x40000 (~256k)
-
- Known issues:
- - Lightmap projection and surface merging on large ASE models sometimes flakes
- - Surface to brush surfaceparm propogation doesn't work properly with large
- metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
-
-
- 2.3.26 (2002-10-27)
-
- - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
- - Fixed bug in script parser where repeat calls to GetToken() were causing
- memory corruption
- - Fixed SOF2 -rename bug
- - When using -game sof2 or -game jk2, the -flares argument is implied
- - Added -noflares argument to disable the above behavior
- - Added support for flares on entities. Use one of the following keys:
- "_flare" "1" -- use default flare (different for each game)
- "_flareshader" "path/to/flareshader" -- use a specific flare shader
- Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
- to get it to aim the correct direction, otherwise it defaults to pointing
- downward. You cannot have omnidirectional flares
- - Lightgrid size is automatically increased to accomodate large maps. The
- MAX_MAP_LIGHTGRID error will never happen again
-
-
- 2.3.25 (2002-10-22)
-
- - Go Giants!
- - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
- Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
- - Fixed bug where surface lights were not affecting the light grid properly.
- Thanks to Shadowspawn and djbob [bug 642]
- - NEW: Added -faster support to lightgrid calculations while fixing previous bug
- - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
- This should prevent BSP file corruption on crashes during writes
-
-
- 2.3.24 (2002-10-20)
-
- - Fixed numerous outstanding bugs and issues.
- - Normal interpolation is now improved. It's slightly slower, but more 'correct'
- in cases where you have 10 triangles in one plane and 1 triangle in another
- meeting up and the 10 triangles were over-affecting the average. Only new
- identical normals are averaged now. This change affects phong shading, meta
- surfaces, and PicoModel
- - PicoModel up to version 0.7.6, BSD license, better 3DS model support
- - PicoModel library now fixes broken normals on MD3 and 3DS models
- - Bumpmapping code is improved. The correct tangent vectors per-triangle are
- now calculated so the bumpmaps are consistent with regards to light direction
- - Metasurface merging code optimized. Should be about 100x as fast on complex
- maps or maps using models with high triangle counts
- - Vertexlight code tweaked a bit
- - Triangle/winding orders now more consistent. Tesselated surfaces will have
- a uniform triangle ordering (thanks RR2DO2)
- - NEW: "vertexDeform move" now parsed and surfaces are merged into the
- appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
- - NEW: shader command: q3map_alphaMod. Currently takes a single form:
- q3map_alphaMod dotproduct ( NX NY NZ )
- where NX NY NZ are a unit normal (length of 1.0) specifying direction.
- An example use would be snow in a shader's 2nd pass, using alphaFunc or
- blendFunc:
- q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
- (idea contributed by RR2DO2)
-
-
- 2.3.23 (2002-10-18)
-
- - In my haste to release the previous version, I neglected to give credit where
- it was due. Seaw0lf had as much (probably more) to do with the new model
- loading library (PicoModel). Because of his efforts, you can load 3DS models
- and use them in misc_model entities.
- - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
- - Surface models still not reenabled. Soon. :)
- - You can now remap a misc_model's shaders like this:
- Key "_remapNN" "the/model/shader;the/real/shader"
- This works just like TA terrain vertexRemapShader key. You can also supply a
- * glob for the source shader if you want all your model's shaders to use the
- specified shader:
- "_remap" "*;models/mapobjects/tree/bark"
-
-
- 2.3.22 (2002-10-16)
-
- - Moving to sensible Linux-style versioning.
- - The misc_model code has been completely rewritten, breaking surface models.
- Surface models will reappear in the next release, once the new model API has
- stablized.
- - New: MD3 and 3D Studio 3DS models now natively supported.
- - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
- with standard Quake 3 angles order.
- - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
- (thanks SPOG).
- - Models can now be lightmapped.
- - Models can now have > 1000 vertexes per surface.
- - For best results for above, add the following to models' shaders:
- q3map_splotchfix
- q3map_nonplanar
- - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
- - Models are generally 13373R. :)
-
-
- 2.3.0-a21 (2002-10-02)
-
- - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
- and more predictable now.
- - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
- compile full, release-worthy SOF2 and JK2 maps.
- - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
-
-
- 2.3.0-a20 (2002-09-26)
-
- - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
- - SOF2/JK2 light "scale" key to scale light brightness
- - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
-
-
- 2.3.0-a19 (2002-09-24)
-
- - Shaders can now be subclassed (Q3Map relavant portions only, such as
- surfaceparms, lighting, texture projection, etc). To subclass an existing
- shader, add "q3map_baseshader X" where X is the name of the base shader.
- - Preliminary auto-model distribution over surfaces. You can now have things
- like grass and tree models automatically distributed across your terrain
- or other surfaces. To wit:
-
- q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
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- q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
- <min scale> <max scale> <min angle> <max angle> <oriented>
-
- The last flag is 1 or 0, and sets whether the model gets fitted to the
- orientation of the surface. Not functional yet. See screenshots page for
- shots of this in action.
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- 2.3.0-a18 (2002-09-21)
-
- - misc_models can now be attached to any brush model entity. Just target the
- brush entity with the misc_model (select model, then entity, hit Ctrl+K)
- - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
- - q3map_tcMod rotate <degrees> (rotates around origin, not center)
- - q3map_tcMod scale <s scale> <t scale>
- - Metasurface merging now much, much better. Merges into roughly rectangular or
- square areas wherever possible
- - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
- the terrain layer shaders if you want previous behavior
- - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
- independently of each other (use a value of 0 for no splits on that axis)
- - Misc bugfixes
-
-
- 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
-
- - Elite Force support (via -game ef)
- - SOF2 and JK2 support (via -game sof2 or -game jk2)
- - All new image handling with PNG support
- - q3map_lightimage specifies image for radiosity and lighting
- - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
- 1024 x 1024 supported.
- - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
- - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
- - Tons more features and bugfixes. See the forum threads for details/screenshots
- - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
- allowing the mapper to more cleanly set up visibility data
- - Lightmaps will always have square texels now (no more stretching)
- - Vertex light improvements
- - Light grid improvements
- - q3map_lightrgb support for RTCW
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