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use shader name instead of editor image in *BITMAP field on ASE export #625

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2 changes: 1 addition & 1 deletion tools/quake3/q3map2/convert_ase.c
Original file line number Diff line number Diff line change
Expand Up @@ -272,7 +272,7 @@ static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ){
fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
fprintf( f, "\t\t}\r\n" );

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2 changes: 1 addition & 1 deletion tools/urt/tools/quake3/q3map2/convert_ase.c
Original file line number Diff line number Diff line change
Expand Up @@ -272,7 +272,7 @@ static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ){
fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
fprintf( f, "\t\t}\r\n" );

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