Quake <-- Nethack. Yes, it is that simple.

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numbersix Author
numbersix - - 2,244 comments

To build a procedure terrain I came up with a
series of repeating shapes: Moddb.com

So far there are about 30.

That would be 30 bps models for each texture set that needs all 30 shapes.
This will quickly grow to a boat load of models.

Unless. I could cause a texture replace on a per model basis.

There is a console command:
r_replacemaptexture: override a map texture for testing purposes

Which causes a world model texture to be replaced by another texture on the map. So texture replacement can be done by the engine.

I dug into it. And added a parameter to select a model besides the world.
The results of which can be seen here.

There are 20 land form models here. I changed one of them to black.
You can see two of them changed. Why?

Because - to the engine there is only one structure of data to store the model info. And it is used to display multiple copies of the model.

To do what I want...is going to require much engine hackery.
It would be easier to write a script to replace textures in a .map file
and auto-call hmap2 to compile them live.

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