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Commented 3 months ago2024-01-26 05:31:51 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105932
And new feature added : map can be scaled in one click. (For example possible make map bigger in 2x size, etc)
Commented 3 months ago2024-01-25 21:06:47 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105928
added bugfixes, now lightmap resize works
aaalso added cull face feature
full VIS editor (but button create new leaf not works because still don't know how to add new leaf, game cant see new leaves)
fps optimization
updated cmd line options
Commented 4 months ago2023-12-25 16:44:55 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105787
night builds can be unstable, check older versions in releases if one not working.
Commented 4 months ago2023-12-24 22:52:25 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105784
You can select and export multiple faces lightmap, or all lightmaps atlas. For filling flood I can't understand
Commented 4 months ago2023-12-23 09:26:55 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105780
The disadvantages are as follows:
You cannot edit world brushes whatsoever.
You cannot do crazy texture scaling since it's tied to the lightmap size.
You cannot edit clip nodes.
in newbspguy world vertices can be edited via face tool (but without collision changes).
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
Commented 4 months ago2023-12-11 09:23:04 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105714
And now it support languages using language.ini files.
Commented 4 months ago2023-12-11 09:21:49 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105713
Now problems with parsing J.A.C.K fgd files solved.
Worldspawn model vertices can be edited using Face tool, but it not easy, and map crash if do big changes.
Whole map can be exported to .obj with all textures (for example convert part of map to .MDL to bypass BSP limits) but without lightmaps.
Also part of map can be compiled as func_wall and exported to .BSP model with working lightmap and collision to bypass BSP limits.

Also can export .wad from embedded textures. Import textures back to map. Can export files needed for HLRAD.exe for recompile lightmaps. Any bsp solid entity can be exported as .BSP model with working collision and lightmap.

New update has many bugfixes. Please create issue on GitHub if have problems or feature requests