Recently I was working on my tyrutils fork, latest build is here:
http://www.celephais.net/board/view_thr ... &start=334Some of the new stuff:
- surface lights. Not using a new lighting formula like the q3 tools, but it just takes a template light entity and copies it across surfaces with the given texture name.
I tried using something closer to the q3map2/q3map code, and found it was hard to control. The point-to-polygon form factor approximation was always giving me hotspots (if you have lava in a box room, there would be bright dots on the wall near the lava surface).
- (qbsp) fixed messed up texture alignment on rotate_ entities
- light traces through fence textures