Q3RMAP Documentation

> Surface Parameters Place the q3rmap.exe in your radiant directory with q3map.exe. Place the surfaceparm text files in the \scripts directory under baseq3 or where ever your map compiling scripts are placed. q3rmap is a custom version of q3map - the Quake III Arena map compiling tool. This version has been modified to read in a file that contains all the surface flag info for the different surfaceparm names. By default it will load surfaceparms.txt which contains the normal Quake III Arena flags. To use a different one use the -parmfile command followed by the surfaceparm list filename. We've included one for Quake III Rally called q3r_surfaceparms.txt which includes surface flags for grass, asphalt and wet. Here's an example of the command line used to compile a map using the Quake III Rally surface flag list: q3rmap -parmfile q3r_surfaceparms.txt <map file> And here's one for light: q3rmap -light -parmfile q3r_surfaceparms.txt <map file> The light one has not been significantly tested, so you should let us know if you have any problems with it. You don't need to use the -parmfile during a -vis. The two text files need to go into the scripts directory where radiant looks when it compiles maps. When writing the shaders for any textures you can use "grass", "asphalt" and "wet" as surfaceparams. You can also combine them to get different combination. For example having surfaceparm asphalt and surfaceparm wet on the same texture will cause it to be wet asphalt. Wet can also work with grass and dust, but we would have to code the effects of the combinations into the mod before you can see the result of the two on the car physics. Also if you need to make ice use the "slick" surfaceparm. Implemented Surface Parameters Here is a list of the current surface parmameters implemented by the Quake III Rally physics engine. Look in the q3r_surfaceparms.txt to see what values each one represents.
> grass
> asphalt
> dust or dirt
> slick or ice
> metal or metalsteps
> wet