
One of the features this would make feasible is:
- Automatic light placement (this detects the brushes and models the level use and puts the light actors in a offset determined by a configurations (INI) file, that determines what offset should the lightsource be from each model and surface, also taking into accuont the object's rotation)
- Automatic patch placement, for square corners
- A better Hollow that bevels the brush corners
- A CSG plugins that allows to put Addictive and Subtractive brushes in a subtractive world. The plugin would then generate all the addictive brushes needed to make the map in Q3's addictive void world!
- Assistant for moving brushes hooray!
- Brush to model plugin
- Automatic block brush placement (by block brush I mean path, vis, bot, bumper, collision blockers, like those that fill Q3DM1's walls)
