2. No, you can add in a new texture straight to your mapname-art.cfg, just write its required code below the last texture slot
Code: Select all
setshader bumpspecmapparallaxworld
setshaderparam "specscale" 1.000000 1.000000 1.000000 0.000000
texture 0 "torley\glass\semutta.png" 0 0 0 1.000000 // 459
texture n "torley\glass\semutta_n.png"
texture s "torley\glass\semutta_s.png"
texture z "torley\glass\semutta_z.png"
setshader bumpspecmapparallaxworld
texture 0 "mytex\cheese_d.jpg"
texture n "mytex\cheese_n.jpg"
texture s "mytex\cheese_s.jpg"
texture z "mytex\cheese_z.jpg"
I think the torley\glass\semutta texture is the last texture listed in a default new map. The cheese texture was added below that. The 4 numbers after the diffuse layer of the texture (texture 0) and its slot is written after saving your map with the new texture. So you don't have to add in all that yourself.
3. You can add in texture animations either in your mapname-art.cfg or the mapname.cfg. When you first put in the textureanim codes in the mapname.cfg file it writes it in your mapname-art.cfg after saving. I had the same problem where it kept adding in texture slots every time i saved. To fix this, delete all the
extra frames in your art.cfg then delete all the "texanimadd X Y", "texanimdelay X Z", and "texaniminit X" but keep the "texanimstart X" in your mapname.cfg.
4. I really wish you could rotate a mapmodel on its X-axis in game, but i don't think you can o.o There is a way you can do it though. Find the models folder in packages/models/ect.. and open up its md2 cfg file (may also be md3 or md5) at the bottom of the code add in "mdlpitch X" where X is the rotation on the X-axis in degrees. Heres an example of the switch mapmodel turned 90 degres
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md2anim trigger 0 35 35
mdlcollide 0
mdlspec 100
mdlpitch 90
even though the model was exported as an md2, it can use mdl commands. A good reference for these types of commands are here
http://sauerbraten.org/docs/models.html
Hope i was able to answer your questions ^-^