Originally Posted by
Scrama
I don't find any alignment errors when load a standart quake map with surface format like
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture x-shift y-shift angle x-scale y-scale
to VHE, it always correctly convert it to
(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) texture [x-texvector x-shift] [y-texvector y-shift] angle x-scale y-scale
of map220, but when you try backward convertation you loose your alignments.
I can upload my small util that convert map220 to the standart quake and quake3 maps, just i need to translate UI from russian to english )
Yes! That would be killer!
Please upload. :d:d:d:d:d
This too great. Hey, I'll take it without translation just to try it out.
convert map220 to the standart quake
Can it do the opposite I hope? Quake .map ---> .map 220
I'd like to compile a Quake map like E1M1 into Half-Life format and try it in a Half-Life map supporting Quake engine.
Add:
This is what kind of problem I run into if I load, say, id Software's e1m1.map into Worldcraft 3.3 ... not all the textures are aligned properly.
See how the door texture, for instance, isn't aligned properly.