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Brush model items have their origin at a bottom corner, not the bottom middle. If you use a well-made entity definition file, like the one that comes in the WorldCraft pack that Baker made, then it's obvious...
This is sort of a perma-thread for weird limitations/caveats in developing a map for Quake. Additions/corrections welcomed! Off-topic chatter discouraged.
Textures Sizes
Textures dimensions must be in multiples of 16. 192 x 120 is not a valid texture size, but 192 x 128 is a valid size.
Fullbrights
GLQuake does not support full-brights. Many newer engines have this implemented: JoeQuake for certain and I believe FitzQuake, aguirRe's Enhanced GLQuake Quake, DarkPlaces. GL ProQuake does not have it. Need to check each engines and Win builds for exact confirmation.
Brush Models
Brush models -- health boxes, ammo boxes, mega health -- are different than other models (armor, weapons) in that they are very simple maps. They do not receive lighting from the map, they internally have their own lighting.
Brush models should not be placed right up next to a wall (get more information on why this is a problem).
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