Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 2/4/2004 5:38:27 PM
Subject: RE: Maps

yea its sorta like this: every ent in wfa works in wffusion. q2 ents work in wffusion, like func_water, clocks, etc. trains and speakers work like q2.

basically map for q3wfa. if you want you can always edit the .ent file (entities loaded externally from the bsp) if you want to add wffusion's special stuff (attenuation/volume on speakers, ogg support, etc).

oh and skyportals aren't working yet. still trying to figure out how to do that engine-side instead of cgame side and keep our current skyportal maps.

  


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