 Replies
would like to be able to switch a selected entity in the 3d window by clicking on a different entity in the browser. Bonus points for a modifier key to keep the angle/targetname/target fields from the prior entity
This sounds like a useful thing in theory, but I am afraid it may lead to a lot of inadvertent changes when you browse through the browser and click on something without being aware that you have entities selected. But it may be worth a try.
small UI thing: scroll wheel or arrow keys in search boxes to invoke search history (as in Atom)
This should go on the issue tracker, but it's a lot of work for a rather small feature (gotta write a custom search box that keeps a history and handle scroll events).
big thing (for me) I hate having a lot of textures to scroll thru. So much so, that I make custom minimal wads when I map. If the texture browser consolidated animated textures into one texture this would help with clutter, organization and prevent mappes putting the wrong texture on a button. Not sure how you'd handle situations where you want the "wrong" texture on the button.
The problem I see here is that this is very game specific. But it may be possible to generalize this into a feature where all textures which satisfy a certain condition are collapsed, and the condition could go into the game config.
All of these features are UI polish and currently not very high on my list (as you noted). I want to concentrate on expanding the user base by supporting more games. This goal has again been delayed somewhat by pushing Quake 3 support into 2.2, which we had to do so that we could get the other changes of 2.1 out the door sooner.
Fifth, you can already use loose texture files, you just need to add a custom game config. I plan on documenting game configs for 2.1 in the manual, and to add a generic config that uses loose files and doesn't contain any game specific stuff.
 Thanks Sleep
I appreciate the reply and the reasoning too. Sometimes we non-coders have no idea how much work is involved for these little asks. :)
 Sure!
Despite appearances, I appreciate all feature requests and bug reports ;-)
But it's hard to balance it with the greater picture and vision for TB, which is heading from pure Quake 1 editor into a more generic direction to expand the user base, and hopefully, the number of contributors.
 Feature Request
#2833 posted by Qmaster on 2018/10/07 02:08:30
Auto detect map format instead of failing if Standard was chosen instead of Valve.
 ...
#2834 posted by Qmaster on 2018/10/07 02:09:52
Scale entity labels with icon size or add separate label size option in preferences.
#2835 posted by Qmaster on 2018/10/07 02:19:44
Remember view settings when reopening TB, e.g. whether to show edges.
Not really sure what to suggest about the dichotomy of having a view menu up top and a view button down lower that both have two different sets of options...combine somehow or at the very least add a dropdown character on the View button for the label like so: View↓
 MSVCP140.dll
#2836 posted by Quake_Engine on 2018/10/07 14:35:03
When I open up the Trenchbroom, The program is missing MSVCP140.dll. What do I do?!
#2837 posted by brassbite on 2018/10/07 15:50:41
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Did you install Microsoft Visual C++ 2015, like it said on the page? If not, this will do the trick!
 BUG Report:
#2838 posted by Qmaster on 2018/10/07 22:05:26
When parsing an FGD file, the parser fails to concatenate strings using the + character on tooltip/description texts. Even worse, it fails to load the entire .fgd rather than skipping on to the next valid entry or at least keeping all the parsed entities before it had encountered the error. No entities load from the affected .fgd. Example:
@PointClass base(MonShort) studio("progs/mon_knight.mdl") = monster_knight : "Knight. Uses upgraded AD model." +
" Part of the Death Brigade. Stronger than a death guard but still" +
" useful for early on axe combat. Capable of starting as a statue which uses a stone skin." [
spawnflags(flags) = [
2 : "Stone Statue" : 0
4 : "Not Frozen" : 0
]
frame(integer) : "Statue Pose def=44" : : "Override statue pose"
pos1(string) : "Statue Idle range" : : "X->Y, Z=0 ; Idle animation range to pick from"
]
Error message:
Could not load external entity definition file 'games\Quake\JACK_Keep.fgd': Expected '[', but got integer (raw data: '+') [line 2606, column 112]
 Please Report Bugs On Github
Thanks!
 TrenchBroom 2.1.0 Release Candidate 1
Download
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Changes
- #871: Add scale / shear tool
- #1304: Add support for Daikatana
- #2279: Add generic game configuration
- #1404: Improve selection and general rendering performance
- #2069: CSG hollow
- #1157: Portal file loading
- #1780: Add "Reload Point File" and "Reload Portal File" menu items
- #1412: Support fence textures with "{" prefix and MF_HOLEY .mdl flag for alpha-masked skins
- #1540: Draw arrowheads on entity links to indicate direction
- #2051: Support merging groups
- #1723: Support for sub-integer grid sizes
- #885: Add button to reload texture collections
- #2276: Add "hint" and "skip" Quake 2 surface flags
- #2202: Add support for FGD includes
- #2329: Add support for string continuations in FGD files
- #2278: Document game configuration file syntax
- #2272: Game path box in game preferences is always blank
- #2256: Don't crash when loading invalid texture collections
- #2254: Don't crash when loading a BSP with missing textures
- #2290: Subtracing a brush that encloses the subtrahend has no effect
- #2297: UV editor crashes if zoomed too much
- #2318: UV editor origin handle disappears
- #2315: Resizing a 45° clipped face yields invalid results
Thanks to everyone who contributed fixes and issue reports!
#2841 posted by anonymous user on 2018/10/09 23:14:25
Does this release include Quake 3 support? :)
#2842 posted by Qmaster on 2018/10/09 23:38:18
Sweet!
 Quake 3 Is Not Included In 2.1.0
But I believe it's on the front burner or will be in the near term.
Check this shear insanity.
 LOL
#2845 posted by Qmaster on 2018/10/10 00:11:04
Shearly not! That feature is impressive on a scale we haven't seen before!!
 Someone Should Update The Top Post To Include These Features
#2846 posted by Qmaster on 2018/10/10 00:11:37
#2847 posted by Qmaster on 2018/10/10 00:12:20
Just the fact it shears entity locations alone blows all other editors out of the water!
 Good Stuff Sleep & Eric
#2848 posted by PRITCHARD on 2018/10/10 05:02:06
Been using github builds for things like scale/shear for a few months now, they're really useful features. Looking at the other features here, 2.1.0 is shaping up to be an awesome release!
 - #1723: Support For Sub-integer Grid Sizes
#2849 posted by Shambler on 2018/10/10 21:31:10
YESSSSS. Gonna ruin everything in my maps with this :D
 Windows Defender Thinks The .exe Is A Virus
It keeps deleting the file, can't move it or anything.
 Haha
 @FifthElephant
#2852 posted by PRITCHARD on 2018/10/11 09:04:12
Malwarebytes has been wont to quarantine TB2 github builds for me in recent times for me as well, calling them cryptolockers or something when I try and save...
A pain but not a big deal for me. Good luck with figuring out how to whitelist things in Windows Defender
 Api-ms-win-crt-runtime-l1-1-0.dll
#2853 posted by Quake_Engine on 2018/10/11 16:56:31
After installing the visual pack, I attempted to run Trenchbroom but it shows me that error. HELP!
 Virus Total
says it's clean.
 Finally
#2855 posted by Drew on 2018/10/12 04:42:38
 Sleepwalker
Windows defender identifies the file as containing a trojan "win32/Azden.b!cl"
Not sure what is going on but I can't seem to get around this as the files are immediately quarantined.
#2857 posted by PRITCHARD on 2018/10/13 02:58:40
seems to be a heuristic detection, surely there's some way to whitelist it in WD?
#2858 posted by ericw on 2018/10/13 03:31:46
I get the same trojan warning in Win 10, with the latest windows defender data (today's).
 Same
#2859 posted by mfx on 2018/10/13 04:35:25
 I Filled Out The Form To Report False Positives
#2860 posted by ericw on 2018/10/13 06:01:53
 New Version Is A Game-changer
Just when you thought the most epic open source project of all time couldn't get any better ... the new version is amazing. Thanks, as always.
 Most Epic?
#2862 posted by Qmaster on 2018/10/14 00:54:55
If you count features, lifespan, and number of users, Blender clearly wins that crown. But yes TB is awesome and more awesomner than ever.
#2863 posted by ericw on 2018/10/14 23:20:09
I got a response back from Microsoft saying they fixed the incorrect detection. Not sure how long it will take to make it into the windows defender virus definitions but they seem to be updated daily, so hopefully it's fixed soon.
 I Know Exactly What To Do With The Shear Tool
#2864 posted by brassbite on 2018/10/15 09:11:48
 OMG! Daikatana Support!
#2865 posted by than on 2018/10/16 04:42:52
Gonna make some maps full of dragonflies and frogs and create plenty of places for the sidekicks to get stuck.
 Lovin' It.
#2866 posted by Razumen on 2018/10/30 01:32:44
Just wanted to say I'm really loving Trenchbroom and to thank you for all your hard work. Moving from the ancient Hexmaker editor, TB has revitalized mapping for me. The ability to select and edit multiple brushes at once is a HUGE time-saver and really makes things so much easier, not to mention the great 3D view functionality. I also find the face clone/extrude function very useful in setting up the initial arrangements of complex brush arrangements, in fact I think I actually use it more often than the brush creation tool.
Anyways, here's a imgur album of the Hexen 2 map I'm working on: https://imgur.com/a/49Bvhgs
It's getting pretty huge because of the BSP2 support I found in a custom version of uHexen2, but the use of detail brushes actually lets me do a full level 4 VIS compile in under 1 minute. O.o
 @Razumen
#2867 posted by Tribal on 2018/10/30 02:15:00
Wow! A new map for Hexen2? And it looks awesome!!
I can't wait! =D
 Thanks!
I love hearing these stories!
 Damn
#2869 posted by Bal on 2018/10/30 08:02:21
You need to port that map for Quake at one point, looks great!
 @Razumen
WOW. Keep us posted on that map!!! Also, are there any communities for HeXen 2 mapping online or on Discord? I'd like to lurk around a bit.
 H2 Community
#2871 posted by Razumen on 2018/10/31 01:33:33
Thanks everyone!
@dumptruck_ds Afaik it's pretty sparse for H2 mappers, I've mostly been doing this on my own, but I'd love to find a group as well.
 @Razumen
Well I'd be happy to have you join us in the Quake Mapping Discord if only to keep in touch and maybe pick your brain about H2 mapping when the time comes (next year likely). https://discordapp.com/invite/j5xh8QT
 TrenchBroom 2.1.0 Release Candidate 2
 Fixed Link
#2874 posted by ericw on 2018/11/05 00:33:03
 @Razumen @dumptruck_ds
#2875 posted by Tribal on 2018/11/07 14:44:54
Yesterday i've found a new Hexen2 custom map (released last month) made by Whirledtsar.
I think this is the first HX2 map made in TrenchBroom that i ever played =D
download:
http://hexenworld.org/a-new-hexen-ii-map-the-tyrants-tome/
my playthrough:
https://www.youtube.com/watch?v=k9ZgnXO88PU
#2876 posted by Qmaster on 2018/11/08 14:36:54
I mean don't get me wrong, I'll be the first to axe every wierd wall but that was ridiculous. Are hexen levels always that obtuse? Never played it.
 @Qmaster
#2877 posted by Tribal on 2018/11/08 15:20:36
I played Hexen2 in 1997, so i don't remember if you had to do it on the original maps. But on the custom maps, people usually hide secrets behind destructible walls (or bellow the beds, or behind a bookcase, or inside a statue, etc) so you have to axe everything to find them. When something is destructible there's a particular sound that it makes when you axe it, so it's not that hard to know if you can do it or not... but it's just boring :P
 TrenchBroom 2.1.0 Release Candidate 3
 @ Tribal
#2879 posted by Razumen on 2018/11/13 06:52:09
Looks interesting, I'll have to give it a spin.
@Qmaster Original H2 wasn't really obtuse with its secrets, mostly they'd be hinted at in some way. Generally I find hiding secrets behind things with no hint at all that there's something there just bad level design, even worse if progression relies on it. No way in hell I'm going to go hitting every wall to see if it's breakable.
 @Razumen @Tribal
#2880 posted by whirledtsar on 2018/11/17 21:06:37
Razumen - that looks excellent! The lighting is very nice and the setting looks very interesting. Can't wait to play it.
Tribal - thanks for playing the map, hope you enjoyed it! Yeah, the progression is a bit cryptic, but I'm the kind of guy to destroy everything breakable on principle so it didn't occur to me that it could be a problem for others.
 TrenchBroom 2.1.0
 Specifying Skin And Model From Dfferent Folder/pak Directories?
#2882 posted by Razumen on 2018/12/27 03:14:17
Does anyone know how to do this? Hexen 2 has paks in a different directory for mission pack monsters. I thought copying over the pak file to data1 would be a bandaid solution, but it just crashes Trenchbroom. Do I have to specify an absolute path for these special entities or is there a cleaner way? The vanilla entities load their models fine in TB.
Also, is there way to specify the skin to use for each model, H2 has certain monster variants that use the same model but different skins. Not as big of a deal as above if I can't, but would be nice.
Not too familiar with the FGD format.
 RE: Specifying Skin And Model From Different Folder/pak Directories?
#2883 posted by Razumen on 2018/12/27 04:04:31
Nevermind about the skins, figured that out.
 You Need To Add The Mission Pack Directory As A Mod
And you need to create a new fgd for the mission pack. You can reuse the existing fgd by including it. If you do create an fgd for the mission pack, please make it available to us so that we can include it.
You might get lucky if you google for it, maybe someone has already created one.
 @SleepwalkR
#2885 posted by Razumen on 2018/12/27 15:47:07
Thanks! I must've missed that part of the manual.
 TrenchBroom 2019.1
Get it here as usual: https://github.com/kduske/TrenchBroom/releases/tag/v2019.1
This release contains experimental Quake 3 support. You can load Quake 3 maps with shaders. But patches and brush primitives are currently dropped and md3 models are not displayed in the editor.
 Wow - It Was Close To Release!
Time to find my old maps!
 How Stable Is Valve Format (on Linux) These Days?
#2888 posted by anonymous user on 2019/01/27 12:54:03
I haven't touched TrenchBroom in well over a year and am out of the loop, but now I'd like to slowly but surely get back into mapping, if real life allows.
When I last used TB, I kept running into problems with texturing. Using Valve format would often result in bizarre problems and I had to convert everything I was working to Quake format, but even then, copying and moving brushes would often result in completely messed-up texture properties. This was one of the reasons why I gave up on mapping for a while, as it was incredibly time-consuming to have to manually fix the texturing on individual brushes; it almost defeated the purpose of copy+paste.
I don't know if there are any differences between the versions of TB for the various OSs, but those of you using TB on Linux, how is texturing in TB these days? And how stable is Valve format in the latest iteration of TB?
I apologise if this sounds like one of those things one could find out for oneself, but I am reluctant to go through the same process again of needing to restart or redo hours (or days/weeks/months) of work and completely spoil the fun of mapping for myself ... again.
 I'm Not Aware Of Such Problems
There have been a few changes and fixes for Valve 220 texturing last year, but I'm not sure if these are related to what you are describing. Did you submit bug reports for these problems?
 What's My Problem ?
#2890 posted by Jaeon on 2019/01/27 18:48:20
http://www.speeed.ga/pic/why.jpg
I cannot get the map to compile.
The directory has full permissions
Thanks
Well, export map has no map name?
I haven't used the built-in compiler in a while but the manual says:
Exports the map to a file. This file should be different from the actual file where the map is stored.
 Thanks For Responding, SleepwalkR
#2892 posted by anonymous user on 2019/01/27 18:55:37
I guess I would have submitted bug reports (I have submitted a few over the years), but my memory is a little hazy; as I said, I've been out of the loop for a while.
I do remember using ericw's tools to convert a few maps to Quake format the last time I was actively mapping and I think it was on either ericw's or your advice, since at the time, the were some problems with Valve format and regular Quake format was a lot more stable.
I seem to recall that when using Valve format, selecting a bunch of adjacent brushes and giving them the same texture values wouldn't work and would result in horribly misaligned faces (e.g. with rockwork or even just fairly simply architecture, like a brick texture wrapped around a tower).
But I also remember that even when using Quake format, textures wouldn't stay properly locked or would come out weirdly flipped when I moved copied brushes around (I think especially when flipping them). This was especially annoying when I had spent a lot of time fiddling with exact angles and X/Y values to get textures looking right on angled surfaces, only to find them completely messed up when I copied and moved the brush in question somewhere else.
I'm sorry that all of this is rather vague.
 Jaeon
#2893 posted by Bal on 2019/01/27 19:48:08
You've set up your compile so that it does absolutely nothing, you need to specify what each tool has to do.
Go into the Trenchbroom help (F1) and look at the Compiling Map section, there's an image suggesting how you should set up compiling.
 It's Impossible To Say
without having proper steps to reproduce. But the fact that noone has submitted bugs in the issue tracker tells me that there are not a lot of people who experience such problems.
 Hmm
#2895 posted by Drew on 2019/01/27 20:56:14
probably something stupid, but
having an odd issue with TB Version 2.1.0 RC1 release
started dinking around in a map. Was going dandy. Was compiling with Necros GUI. Dandy. Then I noticed changes made weren't making it into the compiled map. Stopped for a bit. Turned PC off. now when I try to load map, I get notification "unexpected end of file".
windows 10 home
Pls let me know if any input to resolve. Not a big deal with this particular map as its tiny
#2896 posted by anonymous user on 2019/01/27 22:27:19
the fact that noone has submitted bugs in the issue tracker tells me that there are not a lot of people who experience such problems.
Fair enough. :) Thanks again for responding. Well, I guess worst case scenario is that I do run into these issues again, in which case I'll submit bug reports.
 Please Do
We are usually quick about fixing those. Thanks!
 What Does The $ Mean?
#2898 posted by Jaeon on 2019/01/28 01:53:34
what does the $ mean?
 Sorry
#2899 posted by Jaeon on 2019/01/28 01:54:22
$(MAP_BASE_NAME)-compile.map $(MAP_BASE_NAME).bsp
#2900 posted by Scrama on 2019/01/28 07:46:38
Starting symbol for placeholder string.
For example, in line above substring $(MAP_BASE_NAME) will be replaced with your map name.
And to be clear, TrenchBroom will do that substitution automatically. You shouldn't actually type your map name in there. Instead, type $(MAP_BASE_NAME) exactly as it is showing you.
 Is It Parentheses Or Braces?
I forget, but I thought it was ${BLAHBLAH} with braces?
Yah I didn't have the manual handy, just copying what they said above. But it is in fact braces like ${MAP_BASE_NAME}
 Is Post #2895
#2904 posted by Drew on 2019/01/28 23:13:24
being ignored cuz I'm dumb? Or did it just get skipped over in the midst of the $$$
 The Problem Is
#2905 posted by Jaeon on 2019/01/28 23:51:23
more then I can bear. Not really I just liked writing it. I do appreciate the posts. I am a tad closer but not there yet. I find it difficult to converse in a language I am not functional in. The more I study it and look at examples from other compiling sources the closer I think I am getting until I attempt implementation. I did print out the compilation dialog
from JACK and Quark. Those sources and the Trenchbroom manual may be speaking the same language but I don't know how many ways the same thing can be written. AS my genetics professor once remarked..."Don't make an easy thing hard" Nyuk, Nyuk, Nyuk
 Drew
#2906 posted by Scrama on 2019/01/29 07:03:04
Try to open your map in notepad and save. It is good to make backup before. If we talk about map not bsp.
 Also
#2907 posted by Scrama on 2019/01/29 07:05:46
you can check your map format structure as plain text or share it
 @jaeon
This video is closed caption so you can watch in your native language:
https://youtu.be/gONePWocbqA?t=636
 Drew
Can you upload the map file and post a link?
 @dumptruck_ds
#2910 posted by Jaeon on 2019/01/29 21:45:40
The link takes me to your setup tut
 Jaeon
YES!! it is a video that you can play in your native language as I typed above. The section where the compiling is setup should play automatically.
 Referring To This Comment
I find it difficult to converse in a language I am not functional in.
Maybe I misunderstood.
 Sleep
#2913 posted by Drew on 2019/01/30 01:09:57
thanks for interest/reply
trying to remember what I was doing that could have triggered this weirdness but it's a little unclear as I didn't realize it wasn't making changes for bit (assumed I messed up in the editor as it isn't my comfort zone etc)
http://www.quaketastic.com/files/drew%20testmap%20trench.7z
please let me know if more info required
 Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of
#2914 posted by Jaeon on 2019/01/30 02:16:06
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak.
 Jaeon
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:
http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Write a batch file to compile your map and FFS GO MAP.
 Jaeon
and go here for some info: https://discord.gg/Wnqz74z
 Drew
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files.
 Drew
#2918 posted by Scrama on 2019/01/31 14:24:12
I've got it
// entity 25
{
"classname" "monster_zombie"
"origin" "744 136 200"
"angle" "270\"
}
Last entity at file has misprinted backslash - escape character. Just remove it using notepad.
 Good Find!
 @dumptruck_ds
#2920 posted by Jaeon on 2019/02/01 04:06:30
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved.
 Mission Accomplished.
#2921 posted by Drew on 2019/02/01 05:46:03
#2922 posted by Drew on 2019/02/01 05:50:46
(re #2918 AND #2920, clearly)
So is this \ a byproduct of something I did in the editor or just my fat fingers
 Drew A.k.a. Fat Finger
#2923 posted by Scrama on 2019/02/01 08:15:47
Seems like you pressed it in pair with Enter
 Yup
TB should warn about this though.
 SleepwalkR
#2925 posted by Scrama on 2019/02/01 10:00:12
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n"
 Yeah
#2926 posted by Drew on 2019/02/02 03:58:19
What he said
 TrenchBroom 2019.2
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements | https://github.com/kduske/TrenchBroom/releases/tag/v2019.2
 TrenchBroom 2019.3
 Hiding Vertices/edges/faces Behind Brushes?
#2929 posted by Razumen on 2019/02/11 05:36:39
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes.
 I Don‘t Understand What You Mean
Please explain in more detail.
 Re: I Don‘t Understand What You Mean
#2931 posted by Razumen on 2019/02/11 16:13:43
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request.
#2932 posted by muk on 2019/02/12 01:15:06
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time.
 Quake 3 Bug
#2933 posted by Reyond on 2019/02/13 20:37:08
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it.
 Also Quake 3 Bug
#2934 posted by Reyond on 2019/02/13 21:24:24
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use:
https://drive.google.com/file/d/1bc81Dhe8Twj02pVVvaMhC0HuH6j-6QgG/view?usp=sharing
 Wad3 Textures
#2935 posted by Reyond on 2019/02/13 21:59:25
Seems like wad3 textures can not be loaded in TB
 Q3 Maps
As per the output in the log, TB does not fully support Quake 3 maps. Quake 3 maps are Quake 2 maps with two additional structures: Patches and brush primitives. Neither are supported, so when you save a map, these structures will be lost.
TB also won‘t display models that consist of multiple md3s that are connected by tags, or models with external skins.
The Quake 3 config expects tga, jpg or png textures. WAD3 is a Quake 1 thing, if you want to use it, you need to create a custom game config. See the manual.
 Wad3 Support
#2937 posted by Zaloopa on 2019/02/14 21:06:37
Got wad3 textures with this confing
"textures": {
"package": { "type": "file", "format": { "extension": "wad", "format": "wad3" } },
"format": { "extension": "C", "format": "hlmip" },
"attribute": "wad"
},
|