I was just about to say that it looks right but, I'm not really knowledgeable of Q3 compiling. I could tell you just about anything you want to know about radiant in a Q1 sense, though.
random FYI: modeltypes, sets the models extensions that you can see in radiant while editing. In order to take advantage of this you have to add a model="path/to/model.mdl" attribute in the point tag for that entity definition. To use a model type not included - just include it
texturetypes is very similar, except you don't have to change the ent in any way, just include the new extension.
archive types is just like texturetypes but for archived data
All of these have nothing to do with anything, other than what you will see and can use in Radiant
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I know you didn't ask about any of that but, Imma learn ya anyway. Understanding what all of this stuff does makes customizing your radiant very easy. There also isn't an astronomical amount to learn - 2 or 3 lil text files about wraps it up.
random FYI: modeltypes, sets the models extensions that you can see in radiant while editing. In order to take advantage of this you have to add a model="path/to/model.mdl" attribute in the point tag for that entity definition. To use a model type not included - just include it
Code:
<point name="some_name" box="mins/maxs" model="path/to/model"> </point>
Code:
modeltypes = "ase md2 md3 mdl [u]obj[/u]"
Code:
texturetypes="tga jpg png [u]bmp mip hlw[/u]"
Code:
archivetypes="pak pk3 [u]wad[/u]"
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I know you didn't ask about any of that but, Imma learn ya anyway. Understanding what all of this stuff does makes customizing your radiant very easy. There also isn't an astronomical amount to learn - 2 or 3 lil text files about wraps it up.
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