Q3BSP

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FTE supports the use of Q3 BSPs, the maps of Quake3. It passes the entities on to the gamecode in the same way that it would for Quake1 bsps. This does mean that the gamecode is required to have support for a decent game. A mod designed specifically to use q3bsps will have no problems.

Modders: looking to add support? See Adding_support_for_Q3.

Gamers: This feature is still under development, and has been the focus of recent test releases. Please report bugs with non-behaviour-related features onto sourceforge.

Running: 1: Install quake3. 2: Copy quake3/baseq3/pak0.pk3 to quake/id1/pak0.pk3. 3: Run FTE with a compatable qc mod. 4: Use the map command, maps are: q3dm0-16, q3tourney1-6, q3ctf1-4.

Problems: FTE's QuakeWorld? based autodownloading is limited only to downloading the BSP files. This means that you can end up with bsps with no shaders, textures, or probably both. Users will be required to download a pk3 outside of quake to sucessfully play on a specific level. It might be a sensible plan to set the allow_download_maps cvar to 0 to prevent users from ending up with whitewashed, textureless walls.

There are missing surfaces here and there. I'll work em out eventually... (tounge on dm1 is an example. The bulk of maps run fine, however.

Skys only render as conventional skyboxes (usually black).

Clipping can be a bit jerky in places (q3dm17 is fine, it tends to manifest on curves).

Portals and mirrors are non-functional. The jury is out on how to support the ents properly.

Level of support (fixed bugs...): Q3 Shaders are now supported, depending on your build. Fog is supported.