You can't do either. Q3/QL entities are extremely basic. Depending on what you're trying to achieve, you'll possibly need to resort to a shader of a spinning fan (for instance) on an angled...
Type: Posts; User: themuffinman01
You can't do either. Q3/QL entities are extremely basic. Depending on what you're trying to achieve, you'll possibly need to resort to a shader of a spinning fan (for instance) on an angled...
Just don't use a light stage. The -vis compile in the build menu should do the trick. As for the rest of your comment, I haven't a clue what you're on about.
You need an origin brush.
1. Add an extra brush to the center of your brushes.
2. Apply the textures/common/origin shader to it.
3. Select it and the rest of your brushes, right click and select...
Yeah you should definitely make a thread with all relevant dimensions. Here's a few to get it started:
--------------------------------------------------
PLAYER BOUNDING BOX...
It shouldn't be necessary to hex edit the bsp version. Just use the '-game quakelive' switch in q3map2.
@TaraHadrian: upload a condump so people can see what warnings the console might be printing out. Were there any warning messages in BSPC?
1998... Half-Life
http://half-life.wikia.com/wiki/HECU_Laser_Tripmine
Yeah OpenArena has it ^^
Always blame the dog...