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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby TittenIgnition » Feb 17th, '16, 6:34 pm

So far the -release build you just sent hasn't crashed. I get the feeling it's going to take ages to complete the build, though, so I can't really let you know how it ends up.

MAX_MAP_DRAW_SURFS (131072) exceeded
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 18th, '16, 8:18 am

Ye, allright :D
What is poly count?
Normally 131k is pretty enough, because q3map2 merges triangles groups into 'metasurfaces' ( = drawsurfaces afaic ), reducing drawsurfs count significantly.
Make sure, that your model is not completely separate triangles.
Iirc, alt way to enable merging is forcemeta flag + shadeangle set, but result might be slightly crude.
I can build personal q3map2 with increased drawsurfs limit, but ram usage grew notably, when i tried that before.
Also you can cunsult with 'Bacon' friend; he declared successful running of ~300k tris model ingame with alpha blending, painted in blender :dance:
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Feb 18th, '16, 8:56 pm

https://dl.dropboxusercontent.com/u/348 ... netest.zip

These are the models + the map, it's just sky brushes with the models inside. Maybe you can test it and figure out a solution, idk.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 19th, '16, 9:16 am

Possible solutions are named.
You also need to learn, how to tune vis; i tried to compile one of 8 models, and fps was not acceptable.
Drawsurfs count was 30k out of 60k tris; looks like merging with 0 threshold angle
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 19th, '16, 10:14 am

Update

  • help+: Blendmodes cheatsheet
  • 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 = brush entity w/o brushes
  • 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 layout
  • 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
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Re: Custom radiant + noOb compiler

Postby sL1k » Feb 19th, '16, 4:56 pm

you´re tha man! we´re close to the perfect radiant x)
I might try to script an installer this weekend.
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Re: Custom radiant + noOb compiler

Postby zagtec » Feb 24th, '16, 5:29 am

sL1k wrote:you´re tha man! we´re close to the perfect radiant x)
I might try to script an installer this weekend.

Yes Please :clap:
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 24th, '16, 8:40 am

sL1k wrote:you´re tha man! we´re close to the perfect radiant x)

Tools are never perfect ;)

zagtec wrote:
sL1k wrote:I might try to script an installer this weekend.

Yes Please :clap:

here it is:
http://stillquake.com/dl/netradiant/net ... -02-19.exe
But it only does, what sfx does.
Could be worthy to have an installer, if it would validate install path and test write permission there (since ppl(people) aren't cool enough to read 4 lines of text-)
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Feb 24th, '16, 3:19 pm

Can we get Windows 7 Aero support so I can actually try switching over to this for my main Radiant? Please? Pretty please? With a cherry on top?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 24th, '16, 6:09 pm

Aint certain, what part of aero you want, but both are available.
Check changelog for '-aero' and 'MS-Windows' keywords ;)
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