Saturday, April 5, 2014

AAS with ioquake3

Having some issues with compiling a usable AAS file. I am using GtkRadiant 1.6.4 with version 2.1h of the bspc program. At the commandline I can use: bspc -bsp2aas to create an aas file. If I use the options "-optimize" then I cannot use 'bspc -aasinfo ' to see into the file. If I run the aasinfo command the response is an Error about unreadable and lump size 0. If I don't use -forcesidesvisible then I can't compile the AAS for it complains and errors about leaked entities. Even optimisation from using -aasopt will then mean it cannot be read back using aasinfo.

ioquake3 renderer opengl2 shader and .mtr files

Just a couple of notes in relation to the use of .mtr files for shaders for materials when using ioquake3's new opengl2 renderer. If putting a .mtr file in the scripts directory will mean that a .shader file with the same name will be ignored. Therefore if using a .mtr file you will need to copy all shaders in the shader file of the same name that you want to be used into the new material (.mtr) file.

Tuesday, April 1, 2014

Setting up GTKRadiant for use with Irrlicht 1.8.1 under Ubuntu

If you have Quake 3 installed on your Ubuntu box via the packages, and you are setting up GtkRadiant, the correct path to tell GtkRadiant to search for the base is: /usr/share/games/quake3