This is an attempt to slow down the amount of e-mail I get about DMM2. Especially since most of it is the same question set over and over, I'm really getting tired of replying to it. So, here is a listing of some of the more common questions I get about DMM2 and some of the FAQ at Rust.
***Note*** These questions ASSUME you've got the latest DMM2 patch and entlist.txt file from DeathEd (http://deathed.stomped.com). If you don't have them, download them.
This is a known bug in DMM2. The x-axis values do not line up correctly from DMM2 to Quake2. You have to either experiment with DMM2 or use another editor for texture alignment.
No. Neither Hexmaker nor DMM2 can import those files.
Yes. However, those were created via DMM1 which had a .map import feature, then converted to a Gallery file (.wlb) and brought into DMM2 for re-texturing and adding the entities that may have been needed.
No. Under NO circumstances am I going to go over this procedure. Its a very complex one and youre more likely to have much better luck with creating your own item than trying to do a massive prefab conversion. Not only do you have to do the import, but you have to do all the texturing over, recreate the proper entities with their attributes and spawnflags, and have to contend with poorly designed prefabs to begin with.
Yes. The y-axis on the Rotating Door entity does NOT work! You'll have to either edit the .map file manually or avoid using rotating doors along this axis.
Also, the Appears In checkboxes have no effect. Again, the only way to fix this is through manually editing the .map file before compiling.
Entities and Effects |
Textures and Surface Properties |
Compiling, Leaks, and Errors |
CTF & Xatrix Entities |
Misc Questions |