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wal texture with the areas to be invisible as color 255, or the last color in the palette that appears as a dark pink or peach in Wally. To make a texture have a cut-out, make a. The translucent content flag will need to be set along with the alphatest flag if KMQBSP3 is not used to compile the map.
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CUSTOM MAP IS NOT A VALID BSP FILE DOWNLOAD
QuArK users can download this file and unzip it to their QuArK/addons/Quake_2 folder to show the alphatest flag.
CUSTOM MAP IS NOT A VALID BSP FILE HOW TO
The screenshots below show how to set this surface flag in supporting versions of QERadiant and GTKRadiant. Use KMQBSP3 1.13 or higher to compile maps with these surfaces. This effect can be enabled on surfaces by setting the 0x02000000 surface flag in Radiant's surface inspector. Textures with real holes are now supported, bypassing the rendering problems of solid alphas. This effect can be enabled on surfaces by setting both the TRANS33 and TRANS66 surface flags. Solid alphas are supported, which means that you can have variable-alpha transparent effects using alpha channels. The reductions in r_speeds can be quite dramatic in some areas. This setting is enabled by default in KMQBSP 1.13 and higher. This setting makes QBSP chop up surfaces every 1024 units, instead of every 240. To keep the r_speeds down in such huge expanses, maps compiled with QBSP -chop values of up to 1024 are supported. In addition, much larger outdoor areas are supported with a larger sky clipping distance, which defaults to 10000 and can be changed with the r_skydistance cvar. Maps can now extend beyond the +/-4096 coordinate when compiled with KMQBSP. There can be more than 1024 entities active at once, and SZ_Getspace: Overflow errors are now a thing of the past. The limits of 256 each on models and sounds are no more. The rest of the mapping-related changes are new tricks and capabilities that you can use in the map itself, at compile time, or at run time.įirst, most limits have been increased. fgd (for Worldcraft) entity lists to support the new or modifed entities. You need only use the included kmquake2_f (for Radiant) or. There are no special map editor settings required. Creating maps for KMQuake2 is easier than you would expect.