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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby TittenIgnition » Mar 6th, '17, 3:23 pm

This isn't an issue with your Radiant, but an issue with all Radiants, and not even an issue really - just some confusion.

Why in the hell do I get this error every single time I compile an obj model?
Code: Select all
WARNING: Undefined material name in OBJ, line 3. Making a default shader.


It's really annoying, I'd like to "fix" it (it causes no real issues, just console spam), if possible.

Edit: I seriously need to stop doing this.

Turns out, not having an object name causes this error even though not having an object name is totally fine. God damn it.

Edit-edit: Nope. Still not fixed.
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 6th, '17, 6:10 pm

This is legit warning, normally a reminder, that .mtl support isn't implemented.
There is commit for that in 1.6 branch and fix of it.
Need to inherit one, though would need to test it.
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Mar 7th, '17, 11:39 am

So I was thinking about something that would be really useful for me...

Currently, when you have multiple faces selected (with different texture alignment properties on each face) and you set just one texture property in the surface inspector (e.g. horizontal shift), then instead of it just setting the horizontal shift on each face, all the other properties get homogenised across all the faces too.

It would be great to have an option that changes the behaviour of the surface inspector so that you can set just one property on all the faces, but leave the others unchanged.

PS: thanks for the info about the .wad directories.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 8th, '17, 8:05 am

May be that behavior should be default? + apply grabbed tex+values on m3 to have current behavior available
Don't shift+arrows functions do what you need tho?
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Mar 8th, '17, 7:34 pm

Le another black niger wrote:Don't shift+arrows functions do what you need tho?


Hah! Yes they do! Well, more or less. I did not know about those shortcuts :) Cheers

That said, I agree with you that it would be probably better by default to make it just set the value changed and leave the other values alone on all the different faces.
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Re: Custom radiant + noOb compiler

Postby bibi » Mar 25th, '17, 8:39 pm

don't disable aero by default; -aero command line option disables one


I don't use -aero but it still disables aero
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 26th, '17, 8:11 am

May be you clicked the checkbox in application properties-compatibility;
Can only guess, code does nothing about aero by default atm
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Re: Custom radiant + noOb compiler

Postby bibi » Mar 26th, '17, 2:06 pm

Windows 7 thinks the application doesn't support aero :think: .
At the first launch (when it asks for engine location) it runs in aero, until the editor is opened.
note: the windows install is fresh (but updated)
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 26th, '17, 3:48 pm

Main difference between start configuring and actual running is that 2nd one has opengl contexts (videodriver problem?)
Runs fine with aero by default here (not very up to date w7) and at few other people's systems.
Some idea is extending command line to -aero 0 / -aero 1 to be able to force it, though i doubt, that this would help in your case. And this code runs far before creating opengl windows.
Some interesting texts are googled by 'windows 7 application disables aero' query.
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Re: Custom radiant + noOb compiler

Postby FearzEnemy4726 » Apr 5th, '17, 12:31 am

So it just stops working on start up now, dunno what i did.

Failed to start properly.
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