worldspawn/README.md

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# WorldSpawn
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The worlds most opinionated fork of QER.
The editor we use at Vera Visions to create BSP levels.
It was forked from NetRaidiant and was a result of necessity originally.
We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues the developer would not ever get back to us about, so we had to take matters into our own hands.
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Use it if you actually want to use the features listed below - note that they require a modified engine.
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There's plenty of other editors for the first-party id Tech games.
## Key changes
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- All texture coordinates use the Valve 220 format for compatibility with WorldCraft exported .map files
- Integration with our material system (goodbye .shader files)
- Support for vertex-color/alpha editing of patches using our new fixed patch format, allowing technologies such as 4-way texture blending and whatever your designers can imagine.
- Support for VVM/IQM model format in the BSP compiler
- Support for High-Dynamic-Range lightmaps in the BSP compiler
- Support for Cubemap aware surfaces in the BSP compiler
- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map which somehow had flown other peoples radar for 20+ years
- Simplified build system, so less dependencies!
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## Compiling
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To compile on a standard GNU/Linux system:
`LDFLAGS=-ldl gmake -j $(nproc)`
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For BSD systems you'll have to point CFLAGS to whereever your package headers are installed.
gtkgtlext-1.0 is notorious for using both include and lib/gtkgtlext-1.0/include for headers. Yes.
Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use it.
We don't work on NT. You're on your own with that one.
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## Support
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If you need help with this, you're better off using an alternative editor.
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Compatibility is not a priority here.