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Custom radiant + noOb compiler

Maps and the process of creating them

Custom radiant + noOb compiler

Postby Le another black niger » Jun 17th, '15, 11:25 am

https://goo.gl/UyXRUJ

Q3map2 changes:
  • native surfaceparm noob support (no -custinfoparms needed)
  • -noob in bsp phase: assign surfaceparm noob to all map surfaces
  • surfaceparm ob: skip assigning surfaceparm noob with -noob on that
  • farplane modes: radius+radius, origin2origin, exact (add r/o/e to the number to enable), < 0 works too
  • samples+filter - enabled again, makes sense
  • -vertexscale
  • fixed -novertex, (0..1) sets
  • quick q3map_novertexlight (?)
  • fixed _clone _ins _instance (_clonename)
  • -nolm - no lightmaps
  • ent keys aliases:_sa - shadeangle;_ss - samplesize
  • -shift N -shift X Y Z: shift whole map to some coords
  • more fogs (256) (ingame appearence lots of ones might be bugged due to engine arrangement, needs testing)
  • q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
  • fixed 'unknown argument 1' at -lightanglehl
  • typo at -dirtmode
  • -bounceColorRatio 0..1 (ratio of colorizing)
  • -debugclip: autoclip debug, uses shaders debugclip, debugclip2
  • -clipdepth F, def 2, _clipdepth
  • fixed model autoclip (64u thick brushes/no collision at all in some cases)
  • pyramidal etc zillion (20!) of autoclip modes
  • brush planes normals snap: +fix of vector-is-close-to-be-ON-axis case, was breaking slivers collisions, drawsurfs
  • removed stuctural caulk in models, was broken anyway
  • alphamod scale: works now
  • content of brush is determined now not by 1st side in brush definition (inconsistency!)
    but on priority: liquid > fog > playerclip > nonsolid > solid
    ex.: nodraw solid shader works now for hiding liquid or fog volume splits / unwanted faces
    solid or nonsolid shader + face(s) of playerclip = playerclip
    solid shader + face(s) of nonsolid = nonsolid (b4 could happen: 5nonsolid sides + 1solid = solid brush )
  • >2GB makefile option, allows up to 3GB ram on 32bit, 4GB on 64bit
  • speedup patch to use fast sqrt at some points of light phase, where precision is not needed
  • shot down spammy warning about samplesize for lmsize<=128; -debugSampleSize to show
  • numBspModels ('brusmodels') stat emitting
  • -pk3: autopackager mode(complete Q3 support); bsp path as input; switches: -dbg - talkative mode, -png - include pngs, at highest priority
    tip: ioq3, netradiant, compiler (and packager) treat *.pk3dir directories as separate pk3 files
  • packer: rewrote logic to make sure not to include excluded stuff
  • packer: preserves file date, if grabbing file from .pk3 too
  • packer: in case of missing *ingame* resources pk3 gets _FAILEDpack suffix
  • packer: +warnings on implicitMaps, mapNoComps
  • packer: known problem: minizip crash, when trying to get file with 2039 year date from disk
  • -repack: repacks multiple maps, strips out only required shaders; main argument is single bsp path or txt with full pathes to bsps
    switches: -dbg: talkative mode; -png: include pngs, at highest priority; -complevel: -1..10, def 0, compression level
    uses additional exclusions file repack.exclude with different logic
  • -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
  • -contrast -255..255, def 0: lighting contrast
  • fix: number of problems, found by Visual Studio's static code analyser
    (https://github.com/TTimo/GtkRadiant/com ... 0e1cfadfd6)
  • decompiling: fix: broken brushes, empty brush definitions; shut down too usual warnings; with -force tries to decompile model autoclip too
  • decompiling: -fast mode for BSPToMap conversion
  • do not delete q3map2_*.shader on minimap generation
  • packer: pack actual loaded bsp instead of one, found in vfs
  • report full / full pk3 path on file syntax errors
  • bumped stack size to 4Mb to fix crash for huge skies, using old shaders with fairly useless q3map_surfacelight + q3map_lightsubdivide < 999 combo







Radiant changes:

binds...
  • wasd camera binds, c - deSelect, z - delete
  • ExpandSelectionToEntities - shift+e
  • make detail - alt+d
  • make structural - alt+s
  • paste to camera - shift+v (alt+v was leading to texBro-View menu)
  • arbitrary rotation - shifr+r
  • arbitrary scale - ctrl+shift+s
  • shift+n - cycle patch tex projection
  • ctrl+f - fit texture
  • bind a, d in no mlook mode - CameraStrafeLeft/Right
  • douplicated basic shortcuts: arrows - camera freemove, ESC - deSelect, backSpace - delete
  • M1 click: tunnel selector
  • shift + m1 drag: paint objects selection
  • ctrl + m1: select brush face
  • ctrl + m1 drag: paint faces selection
  • shift + m2: tunnel selector
  • shift + m2 drag: rectangular toggle selector
  • ctrl + m2: tunnel face selector
  • ctrl + m2 drag: rectangular selector of brush faces
  • alt + m2 drag: 2d zoom in/out
  • ctrl + m1: quick clipper mode (quits one after split done)
  • Q - toggle QE/Scale tools (MouseDragOrScale command)
  • new MouseRotateOrScale command
  • shift + m3: set custom transform/pivot origin in pivoted mode
    switch manipulator mode = disable
    is snapped to (if SnapToGrid is on):
    grid
    selection bbox edges
    selection bbox origin
  • F5: run first in the list or recently invoked build option
  • F11: fullscreen
  • F12: maximize main wnd view under cursor
  • ctrl + t: patch thicken
  • ctrl+tab (nextview cmd) = center on selected in 4 view

menus...
  • smartified content basically
  • hidden killconnect for games, which are not nexuiz
  • view-orthographic+: center 2d on selected (ctrl+shift+tab)
  • removed parent from menu, regroup does work + isn't bugged
  • edit+: SelectAllOfType (shift+a)
  • modify+: snap to grid (ctrl+g)
  • view->show+: ToggleCrosshair, show size info, show grid
  • view menu: +patch inspector
  • curve->texture+: flip patch tex ( {ctrl}shift+i ), naturalize, cycle projection
  • cleaned, updated help menu links,+: Mouse Shortcuts, recent offline&fixed Shader Manual,
    netRadiant specific docs, lists of q3map2 switches/entity keys/shader directives
  • make .pk3 to q3 build menu
  • help+: Blendmodes cheatsheet
  • simplified curve menu
  • view->show: toggle crosshair, size, grid are check menu items
  • view->show: +Show Light Radiuses toggle
  • view->show->show stats makes effect immediately
  • view->show fix: check menu items are sensitive to changing options via shortcuts

misc...
  • removed note to save before going to preferences, project settings
  • translucent textures are visible, while selected, too; +matching trans polys are visible simultaneously
  • fog is automatically transparent
  • fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
  • Doom3LightRadius: failed to parse default light radius - spammy msg removed
  • 1.5x bigger light ents (8->12u)
  • longer list of recently opened (4->9)
  • fixed warning on import (q3map2_type not found)
  • defaulted brush primitives for q3
  • crosshair display: is saving in prefs
  • defaulted Maya theme
  • removed question to override current compile monitoring
  • included meshTex plugin
  • fixed q3 entities.ent and defrag.def
  • filters toolbar (disableable)
  • fix: shift + m1 click in tex browser to open shader in internal/external editor;
    defaulted internal; focuses on wanted shader; correct opening/saving
  • fix: angles "0 x 0" autoconvert to angle "x" on transform (was getting deleted w/o a trace)
  • improved mwheel 2d zoom by Neumond
  • hollow: produces not intersecting brushes
  • +makeRoom: like hollow, but extrudes faces outwards; for making rooms
  • entity inspector: Tab enters Key field, toggles between key/value fields; Del deletes keys; Esc quits
  • deactivating tex dirs tree after loading dir, so SPACE and ENTER aren't broken for 2D after that
  • Regular, RegularLeft layouts: smaller console, bigger tex browser
  • Rotate, Scale dialogs: values aren't erased on Enter, OK, Apply (are on cancel, esc)
  • Rotate dialog: fix: new value in focused field wasn't taking in account on Enter
  • +updating texture directories list on 'flush and reload shaders' (reloading shaderlist aswell)
  • NumLock perspective window fix
  • ctrl+k(ConnectEntities): friendlier to complex connections, takes in account existing keys
    (priority: target > targetname > none)
  • +'all Supported formats' default option in open dialogs
  • defaulted show light radii
  • camera fov: 90->110
  • cubic clip: off by default; bigger def dist; fixed button's shortcut tip
  • prefs: Min & Max texture thumbnail size + dependant on scale;
    def = *scale .5, min 48, max 160 (makes range 96-320 visually differentiated)
  • fix of: convert group entity to diff one = entity w/o objects
  • asking for game path at 1st start, even if one, specified in .game exists (auto picking could make confused)
  • disabled game autodetecting: (~2min awaiting on w7 in non admin mode was confusing)
  • _setmaxstdio(2048): tested max pk3s count: 1021
  • curve: deform (randomize Z points coord at given amount)
  • patch thicken
  • trigger_* entities get textures/common/trigger tex on creation
    ( unless different is set in .game file via shader_trigger key )
  • opening *.map, sent via cmd line (can assign *.map files in system to be opened with radiant)
  • -aero cmd line key to enable aero transparency
  • opening maps with bad tex defs (.#QNAN, .#IND, .#INF)
    (happens sometimes after rotating & often scaling with tex lock (in BP mode)); error->warning
  • updating texture browser height after thumbnail scale, min/max size, show shaders options changed
  • tex bro: show textures option (to leave only shaders)
  • tex bro: Show all (ctrl + a) toggles 'Hide unused' (typically: ctrl+a: get all used, once more ctrl+a: get all loaded)
  • tex bro: 'flush and reload shaders' autoloads last selected dir
  • tex bro: show alpha transparency option; def = yes
  • tex bro: white+black stipple around shader thumbnails + is visible, while being selected
  • filter toobar is not part of plugin one
  • filter toobar buttons also handle right mouse clicks:
    caulk: apply caulk tex
    clip: toggle apply clip/weapclip tex
    hint: toggle apply hint/hintlocal/hintskip tex
    triggers: apply trigger tex
    liquids: toggle apply watercaulk/lavacaulk/slimecaulk tex
    areaportals: toggle apply nodraw/nodrawnonsolid tex
    shader names are configurable through respective shader_* keys in .game file
    details: make detail
    structural: make structural
  • png icons with real alpha; partially antialiased
  • updated gtk+ lib to 2.24.10 version
  • fix of 2.24 related: minimize floating window = whole app minimizes + can't restore
  • fix of 2.24 related: glwidgets inside floating windows were not shown after hide/show of parent widgets
  • local gtk2 themes support; cfgs are .gtkrc-2.0.radiant, .gtkrc-2.0.win; +~100 themes included;
    MS-Windows theme is one, inheriting current appearence on Windows
  • tex bro: menubar = toolbar
  • GTK2 theme & font selector (Misc->Colors->Gtk theme...) (need restart after pair of naughty engines tho)
  • openGL implementaion of rubberband selector (w/o rerendering whole scene) (fixes visual issues with Aero)
  • shader editor gets focus after been hidden behind main window and called again
  • patch thicken: significantly more fail safe; correct handling of cycled patches
  • tex bro: left double click loads directory, containing active shader + focuses on it
    right double click loads 'common' directory
  • fix: was parsing vfs twice; pk3s were being opened twice during runtime
  • fix: shortcuts work after startup (plugins bar buttons were stealing focus)
  • updated gtk+ lib to 2.24.29 version
  • fix: no 'gtk-file' icon warning
  • fix: 1x1 textures crash and appearence
  • fix of: create func static in non doom3 gametype = group entity w/o objects
  • merged tex bro textures borders; stipple indicates shaders
  • realigned tex bro text, so one doesn't collide with textures borders
  • fix of texture focusing in tex bro
  • grayscale RLE TGA support
  • unsupported Doom 3 entity keys: popup->log warning
  • patch inspector: +flip texture buttons
  • disabled texture lock by default (confuses novices, suddenly)
  • added MeshTex plugin src to project, compiled, fixed (works now-)
  • fix: texbro m2 drag in 2x2 layout
  • fix: crash in (texbro + freezePointer)
  • fix: all sorts of problems with freezePointer drags near widget borders
  • ctrl+shift+mouse strafe mode: moving mouse forward moves camera forward, back - back
  • add map to recent ones on SaveMap (instead of doing that in 'open by cmd line': spoils the list)
  • fix: spin buttons alignment in patch inspector
  • fix: patch inspector window pos save/restore during run time
  • removed console, texbro buttons in regular layout, change views button in floating layout
  • ent inspector: saving window splits pos in non regular layouts
  • ent inspector: saving lower split pos aswell
  • ent inspector: fix of: minimizing part behind middle to 0
  • saving find/replace wnd pos; bringing ontop, if is (present + called)
  • moved 'find unique name for' output to _DEBUG
  • fix of 'GLib-CRITICAL **: Source ID was not found when attempting to remove it' in buid monitor timer
  • fix: build menu customizing: command field is reachable right after creating new entry
  • CSG Tool
  • texbro: disable alpha transparency by def; isn't good in half of cases
  • find/replace: tooltip helper note about search mode
  • fix: texbro: blured stipple with green and red borders
  • fix: select inside and touching: ignored ANY filters and hiding, and region
  • fix: M3 tex paint/grab ignored _hidden_ models
  • fix: M3 tex paint/grab ignored group ent (world, triggers, et cetera), model filters
  • fix: shift+a by tex: ignored group ent (world, triggers, et cetera) filters
  • fix: tex find/replace: ignored any filters, regioning & hiding
  • fix: shift+a by classname: ignored filters, hiding, region
  • fix: floor walker ignored group ent filters
  • fix: csg subtract ignored group ent filters
  • fix: invert selection: ignored group ent filters
  • fix: tex find/replace: 'select by shader' mode for patches (was replacing with notex instead)
  • fix: select inside and touching: were selecting group ents, as single unit (=sensitive to parent node and its bbox)
  • fix: csg merge two group ents = empty group ent
  • fix: csg subtract group ent completely = empty group ent
  • fix: hollow group ent: could produce empty group ent
  • func_groups are filtered by world filter only, not entities one
  • new func_group filter, filterBar button; Rightclick = create func_group
  • Entity: arrowheads, showing direction of connection-lines in addition to color-code; New algorithm: are visible in all orthogonal projections
  • tweak: do not render 'misc_model' & 'light' entity names
  • filters: patches: +filter ones with surfaceparm playerclip
  • translucent filter also works for shaders with qer_alphafunc
  • filter areaportal, if single face matches (allows case with other faces, using 'skip')
  • filter translucent, if single face matches
  • filter liquids by surfaceparm {water, lava, slime} in addition to textures/liquids path
  • fix: deselecting particular primitives, invert selection work for expanded group entity selection (these are deselecting parent node)
  • do not render entities selection in components mode; fixes 'invisible components for expanded group entity selection'
  • fix: clone group ent / map import / saving map as : group ents name labels at 0,0,0;
  • paint selectors work in freelook mode
  • fix: crash in CSG::BrushDeleteSelected
  • fix: crash in Brush::windingForClipPlane
  • disabled snapping of transform/pivot origin by default
  • Scale tool: now scales bbox by gridsize increment
  • m1 selector fix: shift/ctrl + m1 drag, release shift/ctrl, release m1 = replace brush selection
  • m1 selector fix: do not select when dragged off pivot in pivoted mode
  • don't restore cursor pos after quit mlook (do center)
  • toggle and paint selectors do select matching stuff (depth threshold ~= 0.1 u)
  • fix: textures find/replace wnd better default pos, size
  • fix: crash in CSG::Subtract
  • fix crash: main wnd maximized + 'start on primary monitor' off + monitors > 1
  • correct save/restore of main wnd pos/size and maximized/fullscreened states
  • scale widgets consistently along with main wnd, while using regular layout
  • square option in exact patch creators (= redisperse rows + cols)
  • axis option in patch deform dialog
  • spinner instead of entry in: patch deform, thicken; brush prism, cone, sphere, rock dialogs
  • maximized brush cone prefab sides limit
  • option to disable main toolbar
  • removed bobtoolz caulk selection button; filterbar one does the job better
  • filterbar: + region set selected button; rightclick = region off
  • filterbar: + hide selected button; rightclick = show hidden
  • SelectionSystem option: prefer point entities in 2D views (def = yes)
  • filterbar: indicate region, hide states by buttons states
  • fix: region compiles (run build with region enabled = compile regioned part only)
  • solid selection boxes by default (m_bNoStipple)
  • always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple)
  • del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline
  • fix: Active View Name and Outline... Clipper... colors saving
  • fix: ChooseCameraSelectedBrushColor changes the color (requires restart)
  • fix: ChooseSelectedBrushColor preference saving (requires restart)
  • fix rubberband selector appearence in 2D with 'show window outline' option enabled
  • multiple projections layouts: activate a projection on zoom
  • multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name)
  • draw projection name is independent from show coordinates option
  • multiple projections layouts: greyscale axes in inactive views
  • 'show coordinates' is disabled by default
  • quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
  • quick method of rendering camera icon (w/o rerendering the scene) = great speedup for camera moves
  • fix: center on selected cmd works in floating views layout
  • projections are switchable in floating views layout
  • defaulted 'mark active view by outline'
Last edited by Le another black niger on Jun 3rd, '16, 6:32 pm, edited 10 times in total.
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Re: Custom radiant + noOb compiler

Postby sL1k » Jun 17th, '15, 11:51 am

Cant wait to test as soon as back Home
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Re: Custom radiant + noOb compiler

Postby GPL » Jun 17th, '15, 4:30 pm

these look like some very welcome changes, nice work. :geek:
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Re: Custom radiant + noOb compiler

Postby amt-morbus » Jun 20th, '15, 11:55 pm

Hey, some very interesting and useful features that you added. Here is some feedback/questions/feature suggestions:

Q3map2 changes
> Can you explain the changes to farplanedist? I think some games use different methods of clipping as far as I remember...

Netradiant
> Can you make the binds customizeable? For me, your custom bind breaks the workflow that I used ever since working with radiant and I like to keep that (deselecting via ESC, deleting brushes via Backspace and moving around in camera mode via the arrow keys). Using the same arrow keys for both, the 2d and the 3d mode made perfect sense to me.

> Some of the plugins easily crash Netradiant. The meshtex plugin for example: I haven't used it yet and played around with it. It crashed Netradiant after applying some settings.

> The file explorer loads the directories kind of slow. GTK 1.5 is much faster in my case.

> Bobtools plugin: is the duplicate brushes function broken? it doesn't work for me.

> Build menu: it's not obvious how to Customize the menu. Could you explain how to add custom build options for the compiles?

> Great to have more options for aligning textures on patches! Gonna test that

> I like the clipping tool. Would be great to also improve the visual representation of the cut like in radiant 1.6

> A button to load the compiled map would be awesome and make the routine of maptesting much faster instead of launching q3 and typing the mapname to load the map. Would be also great to change the engine type that Netradiant uses to load the map. The same goes for the compiler that Netradiant uses (very handy with q3map2toolz since you can define several different compilers and select the one to use from a dropdown menu).

> Not sure if this feature was intended but doesn't work: Shift+LMB in the texture window to open a corresponding shader. Could be very neat to open shaderfiles for editing this way.

> Maybe add the following useful information to Misc > Map info: Count of brush entities - i.e. not including other entities. Would be also great to expand the entity breaktdown and selecting the entities from there.

> CTRL+ALT+E to select an entire entity brush seems to be broken - i.e. selecting all brushes of an entity via the shortcut does not work anymore


I'm going to test it further and check out the 'new' features. Only the shortcuts really bother me, I think they should be up to the liking of the user and hence be customizeable. Otherwise, great work - this is the first consideration to leave GTK 1.5 and switching over to different editor since the transition from Q3Radiant to GTK 1.5 :banana-dance:
Last edited by amt-morbus on Jun 21st, '15, 1:22 pm, edited 1 time in total.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jun 21st, '15, 11:25 am

amt-morbus wrote:Q3map2 changes
> Can you explain the changes to farplanedist? I think some games use different methods of clipping as far as I remember...

It is compiler only thing, game can't clip on distance.
Touched it, since it was resulting in (2*set value) clipping dist in most favorable case (square portals).
In case of, lets say, high rectangular ones it was taking height in consideration too, thus was pretty uncontrollable.
..q3map2_noob.7z\q3map2_noob\readme-custom.txt:
    alt farplane measurement modes: radius+radius, origin2origin, exact (kinda; similar to default, but is based on the set value, not 2x): add r/o/e to the number to enable; < 0 works now too

Netradiant
> Can you make the binds customizeable? For me, your custom bind breaks the workflow that I used ever since working with radiant and I like to keep that (deselecting via ESC, deleting brushes via Backspace and moving around in camera mode via the arrow keys). Using the same arrow keys for both, the 2d and the 3d mode made perfect sense to me.

Surprise, 1.5 and netradiant (which is stabilized 1.5, one more surprise) support customizing binds.
Net one even can do it from menu ;)
I changed these basic binds, since they were far from being smart: most of shortcuts live near wasd.
And, well, some ppl(people) were begging about that.
Getting used to them on reflex level takes amount if time, requiring to build avg df map.
How do you use arrow keys in 2d?

> Some of the plugins easily crash Netradiant. The meshtex plugin for example: I haven't used it yet and played around with it. It crashed Netradiant after applying some settings.

Meshtex is quick rewrite of 3rd party one from 1.4 for 1.5
It seemed to work and i decided to include :)
Have to work in most cases tho, net changes were not about breaking plugins interface (feel free to check every single change in changelog from src.7z).
Atm i'm pretty much scared of crazy c++ things, going inside the editor, barely can understand a single line, hehe.
So don't count for much.
This one has low priority anyway, because the plugin is overcomplicated (as author mentioned).
What other plugins produce crash?

> The file explorer loads the directories kind of slow. GTK 1.5 is much faster in my case.

No difference here, both are lightning.
Try tips from 'startup troubleshooting.txt'
Some people also reported uber slow startup w/o those tips, looked like awaiting for some timeout.
Would be cool to locate the problem

> Bobtools plugin: is the duplicate brushes function broken? it doesn't work for me.

Uh, weird, i don't have 'duplicate brushes' in Bobtoolz.
Occasionally made tree planter to work, while searching, lol.

> Build menu: it's not obvious how to Customize the menu. Could you explain how to add custom build options for the compiles?

Well, equally to 1.5 (and even has the same bug).
click empty field, enter name
then have to switch to preexisting one to bypass the bug-)
then back and now you'v got empty fields to enter cmd line
or just edit build_menu.xml :idea:
I think devs were switching to preexisting one to copypaste cmd line, thus didn't notice that bug.
Likely easy to fix though.

> Great to have more options for aligning textures on patches! Gonna test that

These aren't new, just brought them to menu...
Was performing infamous actions to invert patch tex the other day
and now discovered existing function.

> I like the clipping tool. Would be great to also improve the visual representation of the cut like in radiant 1.6

Agreed, but it's not easy/critical + questionable (performance).

> A button to load the compiled map would be awesome and make the routine of maptesting much faster instead of launching q3 and typing the mapname to load the map. Would be also great to change the engine type that Netradiant uses to load the map. The same goes for the compiler that Netradiant uses (very handy with q3map2toolz since you can define several different compilers and select the one to use from a dropdown menu).

Hm, i don't even close q3. Am i doing it wrong? (alt+tab to q3, key, bound to reload current map, or just vid_restart)
..readme-custom.txt:
    possibilities found:
    can alter in .game: common_shaders_name="Common" common_shaders_dir="common/"
    engine_win32="dfengine.exe" (to run map with option 'run engine after compile')
    can alter q3map2 being used: by editing build_menu.xml: <var name="q3map2">...
Also i'm pretty sure you can add build menu item, which will run a map in engine!
Btw, what compilers have what advantages over net's one?

> Not sure if this feature was intended but doesn't work: Shift+LMB in the texture window to open a corresponding shader. Could be very neat to open shaderfiles for editing this way.

..mouse shortcuts.txt
    shift + m1 click in tex browser:open shader in internal/external editor (broken!)

> Maybe add the following useful information to Misc > Map info: Count of brush entities - i.e. not including other entities.

I suppose not including func_groups aswell.
This is specific rarely useful info, although you can clone brushmodels.
Good idea is to add it to compiler's output.
Other good one is to show game ents count there (w/o models, lights, groups), since one, showing atm, is barely useful.

Would be also great to expand the entity breaktdown and selecting the entities from there.

Yes, would be; or alternatively sorting options for 'L' ents list, that sounds 20x easier.

> CTRL+ALT+E to select an entire entity brush seems to be broken - i.e. selecting all brushes of an entity via the shortcut does not work anymore

Changed, logged.


Thanks for feedback, ideas, alternative pov.
You can check main differences from 1.5 in Help->General docs.
My changes are logged to readme-custom.txt
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Re: Custom radiant + noOb compiler

Postby amt-morbus » Jun 21st, '15, 2:11 pm

Le another black niger wrote:
Netradiant
> Can you make the binds customizeable? For me, your custom bind breaks the workflow that I used ever since working with radiant and I like to keep that (deselecting via ESC, deleting brushes via Backspace and moving around in camera mode via the arrow keys). Using the same arrow keys for both, the 2d and the 3d mode made perfect sense to me.

Surprise, 1.5 and netradiant (which is stabilized 1.5, one more surprise) support customizing binds.
Net one even can do it from menu ;)
I changed these basic binds, since they were far from being smart: most of shortcuts live near wasd.
And, well, some ppl(people)(people) were begging about that.
Getting used to them on reflex level takes amount if time, requiring to build avg df map.
How do you use arrow keys in 2d?

I see, the 'shortcut list' is burried in the Help menu. Great to change shortcuts directly in the editor in Netradiant. I use the arrow keys for minor camera adjustments when working in an area instead of switching to 3d and repositioning the camera.


> Some of the plugins easily crash Netradiant. The meshtex plugin for example: I haven't used it yet and played around with it. It crashed Netradiant after applying some settings.

Meshtex is quick rewrite of 3rd party one from 1.4 for 1.5
It seemed to work and i decided to include :)
Have to work in most cases tho, net changes were not about breaking plugins interface (feel free to check every single change in changelog from src.7z).
Atm i'm pretty much scared of crazy c++ things, going inside the editor, barely can understand a single line, hehe.
So don't count for much.
This one has low priority anyway, because the plugin is overcomplicated (as author mentioned).
What other plugins produce crash?

Only tested Meshtex, few bobtoolz features and used prtview - so I didn't yet test all the features in depth. Meshtex and bobtoolz caused a crash up to now. Somehow Netradiant isn't as stable as GTK 1.5 for me. It crashed 5 times as I was testing it - mostly when making selections and using shortcuts or using a not applicable plugin function. Again, I have to do further testing to give you more precise feedback on those crashes.

Btw.: Possible addition might be the Q3Radiant patch texture plugin: http://quake3world.com/forum/viewtopic. ... re#p987268


> The file explorer loads the directories kind of slow. GTK 1.5 is much faster in my case.

No difference here, both are lightning.
Try tips from 'startup troubleshooting.txt'
Some people also reported uber slow startup w/o those tips, looked like awaiting for some timeout.
Would be cool to locate the problem

The first startup was indeed very very slow although it runs from my SSD. It appears as if it takes very long time to get a comprehensive list of the files in each directory > it again is very slow if i choose a different directory to save the mapfile in.

Further: When opening a mapfile via typing in the first letters of the mapname, it somehow has trouble to load the maps on double click. One first has to get rid of the type box via ESC and then double click. No big deal but still annoying.


> Bobtools plugin: is the duplicate brushes function broken? it doesn't work for me.

Uh, weird, i don't have 'duplicate brushes' in Bobtoolz.
Occasionally made tree planter to work, while searching, lol.

The function is called Brush cleanup and it removes invalid and duplicate planes.

> Build menu: it's not obvious how to Customize the menu. Could you explain how to add custom build options for the compiles?

Well, equally to 1.5 (and even has the same bug).
click empty field, enter name
then have to switch to preexisting one to bypass the bug-)
then back and now you'v got empty fields to enter cmd line
or just edit build_menu.xml :idea:
I think devs were switching to preexisting one to copypaste cmd line, thus didn't notice that bug.
Likely easy to fix though.

Nothing to add :D

> Great to have more options for aligning textures on patches! Gonna test that

These aren't new, just brought them to menu...
Was performing infamous actions to invert patch tex the other day
and now discovered existing function.

Ad http://quake3world.com/forum/viewtopic. ... re#p987268

> I like the clipping tool. Would be great to also improve the visual representation of the cut like in radiant 1.6

Agreed, but it's not easy/critical + questionable (performance).

It's one of my 1.6 highlights. You instantly see the resulting cut. In 1.5 you sometimes have to reposition the camera to see the cut.

> A button to load the compiled map would be awesome and make the routine of maptesting much faster instead of launching q3 and typing the mapname to load the map. Would be also great to change the engine type that Netradiant uses to load the map. The same goes for the compiler that Netradiant uses (very handy with q3map2toolz since you can define several different compilers and select the one to use from a dropdown menu).

Hm, i don't even close q3. Am i doing it wrong? (alt+tab to q3, key, bound to reload current map, or just vid_restart)
..readme-custom.txt:
    possibilities found:
    can alter in .game: common_shaders_name="Common" common_shaders_dir="common/"
    engine_win32="dfengine.exe" (to run map with option 'run engine after compile')
    can alter q3map2 being used: by editing build_menu.xml: <var name="q3map2">...
Also i'm pretty sure you can add build menu item, which will run a map in engine!
Btw, what compilers have what advantages over net's one?

That would be great to have that kind of build menu in Netradiant. I am used to switch to Q3map2Toolz for compiling and an easy to use UI for compiling. Sometimes you forget how a certain switch is called and this little tool makes it very easy since you add them via checkboxes.

I just used your custom q3map2 for one compile. But there is always this one little bug that is unforseen and then it's nice to be able to use a different compiler.

Next to that, I think the most useful tool for mapping would be a functioning map packer. There are so many pk3 files floating around with missing textures/shaders.


> Not sure if this feature was intended but doesn't work: Shift+LMB in the texture window to open a corresponding shader. Could be very neat to open shaderfiles for editing this way.

..mouse shortcuts.txt
    shift + m1 click in tex browser:open shader in internal/external editor (broken!)

:( - can you fix it :D *hands over WD40 and duct tape*

> Maybe add the following useful information to Misc > Map info: Count of brush entities - i.e. not including other entities.

I suppose not including func_groups aswell.
This is specific rarely useful info, although you can clone brushmodels.
Good idea is to add it to compiler's output.
Other good one is to show game ents count there (w/o models, lights, groups), since one, showing atm, is barely useful.

Showing it in Radiant would be just handy since you don't have to compile the map in order to get the info. This in combination with entity limitations would be useful. Btw: Is there a list of q3 engine limitations in Netradiant?

Would be also great to expand the entity breaktdown and selecting the entities from there.

Yes, would be; or alternatively sorting options for 'L' ents list, that sounds 20x easier.

True. This could be still improved by considering the targetname. Now you it's trial and error to find your desired entity.

> CTRL+ALT+E to select an entire entity brush seems to be broken - i.e. selecting all brushes of an entity via the shortcut does not work anymore

Changed, logged.

+1 shift+E is more convenient

Thanks for feedback, ideas, alternative pov.
You can check main differences from 1.5 in Help->General docs.
My changes are logged to readme-custom.txt


> View filters: Possible to add the View>filter buttons to the menu? I use them all the time and it would be great to see which filter is activated with a glimpse. There is still enough space next to the bobtoolz buttons.

> Model rotation bug: Applying angles with just yaw values and then moving the model itself results resets the model to its default. For example: angles 0 90 0 and then move it - the angles key disappears. Yes, the workaround is to just use yaw...
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jun 22nd, '15, 9:43 am

I use the arrow keys for minor camera adjustments when working in an area instead of switching to 3d and repositioning the camera.
Ok, got you.
Hope you are aware of m3 and ctrl+m3 binds.

Btw.: Possible addition might be the Q3Radiant patch texture plugin: http://quake3world.com/forum/viewtopic. ... re#p987268
UV editor; far from easy task, and you can't just copypaste the code, 1.5 is practically rewritten from scratch.
There is disabled UV editor in the code though.
Very pro guys, including one from id, couldnt finish it; it's half-broken atm.
Theres great conversation in comments about 1 or -1 in texture matrix :lol:
Btw, lame question in that topic; texturing data is saved in vertices; touching quads share common vertices, so tex tool wont help him a lot.
He should just split patch via bobtoolz (this works in netradiant) and tex natural.
Atm you can control texturing in every vertice via patch surf inspector, but not in comfortable way.
There is working UV editor in darkradiant, prolly can steal that one.

The first startup was indeed very very slow although it runs from my SSD. It appears as if it takes very long time to get a comprehensive list of the files in each directory > it again is very slow if i choose a different directory to save the mapfile in.
Netradiant tries to autodetect game on 1st startup = accessing a few directories.
Same for loading texs, saving to unusual dir.
Delays are not about doing hard work, but compatibility with certain OS setup.
As an example, loading map 4-riwa, which uses srs amount of hi-res texs:
map load timer: 3.98 second(s) elapsed
Exactly the same in 1.5

Further: When opening a mapfile via typing in the first letters of the mapname, it somehow has trouble to load the maps on double click. One first has to get rid of the type box via ESC and then double click. No big deal but still annoying.
Enter does the work.
It's about gtk lib (net uses newer one); openfiles and searchByLetter are just standard modules.
Not a perspective thing to dig in.

The function is called Brush cleanup and it removes invalid and duplicate planes.
Appears to work here:
>>bobToolz FixBrushes: 0 invalid/duplicate planes removed.
But i fairly have no idea how to produce broken thing to test on :mrgreen:

I am used to switch to Q3map2Toolz for compiling and an easy to use UI for compiling. Sometimes you forget how a certain switch is called and this little tool makes it very easy since you add them via checkboxes.
Using batch file here. Suddenly it works as quick, as way with tickboxes.

Next to that, I think the most useful tool for mapping would be a functioning map packer.
This appears to be one of the most valuable things to put efforts in.
Would be easier, if equim's mapaker src was available.

shift + m1 click in tex browser:open shader in internal/external editor (broken!)
:( - can you fix it :D *hands over WD40 and duct tape*

No idea, if i can, but shall look on this.

Is there a list of q3 engine limitations in Netradiant?
Nope; it supports great list of games, including doom3 and q4 (with lighting preview!), so no favor is given to q3.
Although there are just a few reachable limits.

True. This could be still improved by considering the targetname. Now you it's trial and error to find your desired entity.
It uses targetname atm. Did you mean target string?

View filters: Possible to add the View>filter buttons to the menu? I use them all the time and it would be great to see which filter is activated with a glimpse. There is still enough space next to the bobtoolz buttons.
Seems to be not very hard. Had this wish to quickly check the state a few times too.
Atm best way is to detach filter menu.
Any ideas how to visualize translucent and nonsolid on button icons?

Model rotation bug: Applying angles with just yaw values and then moving the model itself results resets the model to its default. For example: angles 0 90 0 and then move it - the angles key disappears. Yes, the workaround is to just use yaw...
Confirmed. And basically for any directional entity, same in 1.5
Seems it's trying to convert angles p y r with p=r=0 to angle y, but fails halfway :mrgreen:
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Re: Custom radiant + noOb compiler

Postby amt-morbus » Jun 22nd, '15, 1:46 pm

Ad visualizing the filters: I'd simply use a 3 letter code for the buttons.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jun 24th, '15, 8:11 am

Made a try to run netraiant on w7 64bit professional.
1st startup was incredibly long, appeared to explore whole system drive :D
1st startup with 'run as admin' option was lightning, as planned.
Disables aero automatically.
Loading same 4-riwa map took 4 seconds with both admin and not admin options.
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Re: Custom radiant + noOb compiler

Postby sL1k » Jun 24th, '15, 11:10 am

I'm on win7 x64 ultimate. Radiant and quake on sata 3 drive. 8 gig of ram Intel i7 3770. Even first start wasn't too long. Sometimes it happens to be slow but it feels like random appearing. Might didn't take too long as my quake dev folder is mostly like fresh q3.

Note: Didn't run as administrator as I have the radiant on d:/ drive. As far I know admin only needed in case radiant folder is placed in windows/programs folder. Correct me if I'm wrong
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