/dev/random wrote:I don't mean to hijack this thread, but I've got a somewhat related question.
I've taken a look at the modified q3map2 source and the main difference is the creation of a .tex file. Now what is this good for? According to the game's code, it is being loaded by the server (huh? at least a comment states 'not used anymore') and the client. Judging by the variable names, it will overwrite colors of certain shaders. From the modified q3map2 code it also seems that this depends on certain predefined keywords for shaders.
Is this (still) needed? I'm no mapper at all, so I can't really tell.
The remaining modifications concern surfaceflags. These could either be incorporated into q3map2 or one could use the -custinfoparms parameter with a stock q3map2.
colors are not used anymore, but surfaceflags is really heavily used...
And to respond to Pardner, the "surfaceparm ladder" set to the "common/ladder" shader will be read from the tex file... Btw, this flag is read thanks to a trace call... This maybe why the engine is doing so much "trace" calls: just check if you are near a surface with specific flags...
Pardner request is maybe the way to fix that trace overhead, but effectively this could be another huge but welcome work for our loved game
Pardner, can you fill a feature request for the future ?
Thanks