Garux
Garux
> This issue is a limitation of Q3's shader system. System design itself has no such limitation. There is just no code to resolve content parms mixture. There was warning...
The mentioned package supports RTCW, see *unverified game configs* [there](https://github.com/Garux/netradiant-custom).
There is **mbspc** included, which is **bspc** from Q3 source with some improvements. Where is the source of bspc you want?
What i see here https://github.com/id-Software/RTCW-SP/blob/master/src/bspc/bspc.c#L816, -ext just adds optional text to output file name (to avoid manual renaming basically). Can't judge, if that bspc adds some more codes, wanted by...
I can build that code, but there is no goal to have two bspc code versions in the project. If you can confirm, that mbspc works well for RTCW, i...
You apparently do not quite realize what these switches do. This ```bat mbspc -cfg aascfg_sm.c -bsp2aas village2.bsp -optimize -forcesidesvisible ren village2.aas village2_b0.aas mbspc -cfg aascfg_lg.c -bsp2aas village2.bsp -optimize -forcesidesvisible ren...
Configs have been obviously loaded in my test, as i'v got two aas of varying size. `surfaceparm dust` thing is either bug, or it was removed on purpose, because engine...
So things are clarified: RTCW bspc is not compatible with Q3 and dust is not a thing in RTCW.
I can try id's Conscript-bspc at a chance, but do you think this effort makes sense? Because 1: you can expect 32 bit wrapper availability in windows for at least...
Compiling is just a part of problem (getting id's script to work or creating own build script). 32 bit only code may be warned by compiler at best (may be...