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ue4_quakeimport's Issues

How do I use this?

Could you please provide instructions? This looks super cool, but I can't figure out how to add it to Unreal to import Quake maps.

How to NOT import sky surfaces ?

Is it possible to ignore sky surfaces on import? (have those tris ether removed, or imported as separate mesh so I could manually delete it in UE4)

Hexen 2 BSP support ?

Hexen 2 BSP is pretty much the same as Quake 1, with slight differences.

Afaik dmodel_t is the one that contains the headnode index for each of the various models hulls
Its textures have an implicit palette exactly like q1 does. h2bsp's lava is opaque to vis while its water isn't, so I guess that's another difference. Another important one is that its bsps have 8 slots for hulls (6 used, iirc), while q1 has 4 (3 used).

I was told that FTEQW engine checks for whether the first entry of the submodels lump has numfaces==0... because if its 0 then its actually a hexen2 bsp will its unused hull[6].

Change scale?

Hi, is it possible to change the scale of the map during import? If so, how? Where would I have to change the code? The imported maps need to be 3x bigger than they are to be accurate to the player size in Quake, but if I just resize the map mesh, the lights stay where they are. Tips?

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