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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby TittenIgnition » Jun 26th, '16, 12:13 am

!FAIL! textures/gothic_light/gothic_light3_2K_nonsolid
reason: is located in gothic_light_2.shader,
containing restricted shader textures/gothic_light/border7_ceil39_6k

Can I get rid of this? I want to pack everything without prejudice, because these are non-baseq3 shaders and I want to clean it all up in the end on my own.
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jun 26th, '16, 2:39 pm

Yes, you can move or edit .exclude file, but i'd rather put required shaders to yourmapname.shader, so they could be autopacked normally.


Update!

Radiant changes:

binds...
  • Tab: focus camera on selected
  • m1 + shift drag: snapped modes of manipulators:
    freedrag: constrain to axis with biggest move amount
    rotate axis: snap to angles, multiple of 15'
    scale axis: scale all axes synchronously
    scale free: scale axes with non zero drag synchronously (i.e. two visible ones in projection views)

menus...

  • Modify->Nudge:+ Nudge +Z, Nudge -Z

misc...

  • shader editor lives on top of main window
  • csg tool: 'active projection' exclusion method instead of axis selection
  • csg tool: new 'selected faces' & 'cam direction' exclusion methods
  • new active projection dependent commands MirrorSelectionHorizontally, MirrorSelectionVertically,
    RotateSelectionClockwise, RotateSelectionAnticlockwise + toolbar buttons
  • snap transform origin for rotate 90' commands (is good to stay on grid)
  • 2d camera icon in ZY, ZX views represents yaw aswell
  • M3 camera direction control: disabled snapping
  • M3 camera direction control: affect yaw instead of doing pitch > 90' in ZY, ZX views
  • fix of: ctrl+m3 in 2d, release ctrl, then m3: m3 drag works like with ctrl pressed
  • removed 2 buttons mouse option: was only affecting m3 camera control binds
  • fix of: press any modifier (ctrl/shift/alt) + any mouse, release modifier, then mouse = chase mouse broken
  • removed 'Right Button Activates Context Menu' preference
  • brushExport plugin, prtview plugin, bobToolz::Polygon Builder, about, textures reset, messagebox windows live on top of main window
  • removed 'Update views on camera move' option: camera icon updating is enough quick
  • fix: bobToolz::split patch rows+columns - works if rows = 3 ( clos and rows were mixed up in general )
  • entitySetColour, entityNormalizeColour are undoable
  • bobToolz::splitPatch commands place result into parent entity (worldspawn or group one)
  • bobToolz::mergePatches places result into last selected patch's parent entity
  • bobToolz::mergePatches: remove left empty group entities
  • SelectAllOfType works for group entities, whose brush(es) are selected (no parent node selection needed).
    Algorithm is: get [ent inspector's keyName field(if visible) or classname]'s keyValues of selected ents ('no key' counts, as property, too);
    Then select ents with according keyName+keyValues; Worldspawn is omitted;
    Otherwize (nothing or worldspawn selected) select primitives, holding selected texture;
    in 'Faces' component mode = select specifically faces, holding selected texture;
  • SelectAllOfType selects child primitives of group entities
  • ExpandSelectionToEntities works for worldspawn entity too
  • fix: CameraFreeMoveUp, CameraFreeMoveDown shortcuts are editable
  • prism, cone prefabs: increased precision
  • fix: out of pivot rotating is active from start, no additional magic is needed for that
  • fix: could lock (but not set) transform origin in non-pivoted mode
  • arbitrary rotation dialog allows decimals
  • fix: grid rendering with ToggleGridSnap off
  • fix of: scale tool scale, locked to 1 for things w/o bbox with bigger grid (e.g. single misc_model)
    (snapped drag start was = 0, scale func depends on initial click point: closer to center = more extreme scaling)
  • fix: make detail / structural are undoable
  • default autosave period: 5 -> 15 minutes
  • texBro option: hide nonShaders in common folder; def = yes; are shown on 'show all'
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Jul 26th, '16, 7:06 pm

Update!

Q3map2:
  • _setmaxstdio(2048) for windows
  • game_qfusion update
  • new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
  • fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
  • no backsplash for area lights, if surf == sky
  • report patches count in -info
  • -exportents to exports entities to a .ent file
  • unvanquished game support
  • -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
  • -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
  • -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
  • fix undocumented unexpected LokiInitPaths
  • -help option (-h, --help)
  • new slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
  • -slowallocate switch to enable old lightmaps packing algorithm
  • Subsampling...collapsing...sorting...allocating...storing...projecting... timers



Radiant changes:

binds...
  • m1 + ctrl drag: snap bbox during manipulators manipulations:
    drag axis, freedrag: snap bbox edges to grid on dragged axes; allows more varied snappings, then SnapToGrid command
    scale axis, scale free: snap bbox size on scaled axes to grid
  • QE tool: alt + m1 drag in primitives mode:
    click on vertex location = quick vertices drag (unlimited selection depth)
    click outside = brush faces shear

misc...

  • texBro option: hide nonShaders in common folder; def = yes; are shown, if are in use
  • fix: texBro & tags treeviews scroll focus follows folder selection; (text search shortcut is ctrl+f on windows)
  • fix: detached tags menu appearence
  • new icon
  • load (aka 'search') tags on m1 dbl click
  • QE tool in a component mode: perform drag w/o hitting any handle too
  • fix Doom3 crash in FilterAreaportals filterbar button
  • fix: mixed up 'Up' & 'Forward' mouse strafe options
  • mouse strafe options: old 'both' one with inverted forward, None
  • fix: update projections on prev/nextleakspot
  • use active projection for prev/nextleakspot tracking
  • fix of: no redo available after ( nothing selected + M1 click ) in 2D
  • fix: nudge left, right, up, down commands work in scale, rotate, clipper manipulator modes
  • deprecated 'Disable system menu on popup windows' preference, was doing nothing
  • preference: Nudge selected after duplication (def = no)
  • preference: Left mouse click tunnel selector (def = yes)
  • wrap long command lines in build menu -> customize
  • map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts
  • fix: map info dialog -> sort by count works
  • fix of: minimize main wnd, close, start = cam, cons, texbro null size
Le another black niger
 
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Re: Custom radiant + noOb compiler

Postby w-w » Jul 31st, '16, 8:17 pm

awesome stuff. All we need now is an updater! :dance:

I always redo all my settings/shortcuts in editor. Which is a bit annoying, maybe tag onto the description which settings files are safe to copy over. Would save some hassle when updating not having to worry about the fiddling, :violin:
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 1st, '16, 3:24 pm

It is completely 'safe' to copy whole 'settings' dir;
Or you can omit using settings dir, then settings will live in system appdata folder.

There was some not spotted problem with 2nd way in new windowses; app had no rights or something.
The problem with both ways: if i change some bind (for instance, did that for Q) or setting, or (change default build menu + user have customized one), then user wont get changes (since ppl(people) can't read the log :mrgreen: ).
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 11th, '16, 8:40 pm

Update!

Q3map2:
  • -backsplash (float)scale (float)distance: scale area lights backsplash fraction + set distance globally
    (distance < -900 to omit distance setting); def = 1 23; real area lights have no backsplash (scale = 0)
    q3map_backsplash shader keyword overrides this setting
  • fix: parsing of /* */ comments, having * or / inside



Radiant changes:

binds...
  • QE tool: alt + m1 drag in primitives mode:
    click on vertex location = quick vertices drag (unlimited selection depth)
    click outside = brush faces shear
    click face = clicked faces shear
  • ctrl + shift + m1 (in texbro): open shader in external editor
  • alt + m1 click/drag in component modes: select objects
  • m3 in texbro: select texture w/o applying to selection
  • `: XYFocusOnSelected
  • ctrl + shift + e: Select Connected Entities
  • Tab in freelook: smooth turn around selected, while focusing on one
  • m2x2 in camera: entities creation menu

menus...

  • view->show: +Entity Names = Targetnames (option to draw targetnames, not classnames; def = no)

misc...

  • fix: do not unmaximize external shader editor on win
  • fix: blank cursor in radiant after calling external shader editor on win
  • fix shader editors stuff for non uindowses
  • 'Shader Editor Command' preference is available on win (is used, if set; otherwise try default os action for file)
  • fix: 'Shader Editor Command' preference allows selecting executable via dialog
  • GDK_HAND2 cursor in clipper tool mode
  • fix: clipper points have numeric labels
  • '2d zoom in to mouse pointer' option works for alt + m2 zoom
  • '3d zoom in to mouse pointer' option (def = yes)
  • fix: correct selected entity and brush numbers display in 'Find brush' dialog
  • prefer to display texture width and height in status bar over name (PANGO_ELLIPSIZE_START)
  • fix: don't save empty group entities (but worldspawn)
  • invertSelection inverts components selection in component modes
  • regular gtk search in entity inspector -> entity class list
  • fix: entities, converted to ( targeted + having model + not loaded b4 ) ones weren't selectable normally + rendered only while 0 0 0 was visible
  • ExpandSelectionToEntities works, if only parent node is selected, too (via entity list)
  • Select & normalize color commands work for group ents, if contained primitive is selected
  • remove boolean key, if set via entity inspector checkbox to 0 (ex: light - sun checkbox: was _sun 0, if off)
  • button to call color selector from ents inspector color entry
  • explanatory text on initial engine path configuration
  • don't show Global preferences by default, except first start
  • activate {xyview, camera, texbro glwidget} on mouse button press and scroll, so {texbro treeview and console} hotkeys do not override global ones
  • activate windows, containing xyview, camera, texbro on mouse scroll
  • fix: autoapplying trigger texture on entity creation is undoable
  • fix: texbro m1/2 x2 work, when some tag is loaded
  • bold key and spawnflags names in entity inspector entity description
  • fix: +CameraFreeMove* command, +shift, -CameraFreeMove*, -shift = still moving (reason: caps letter)
  • search in shortcuts list
  • edit shortcuts on m1 dbl click
  • edit shortcuts fix: could highlight a few rows for editing
  • texbro: toggle off hideUnused on loading a tag
  • fix of: undo something, select tex in texbro, no redo available
  • epsilon in resize brush selector to prevent perpendicular faces pickup
  • clone group entity primitives to separate entity on cloneSelectedMakeUnique
  • Focus on Selected option in Entity List (focus cam and center xy)
  • entity inspector: connected entities walker (select target / targeting / both)(focus)
  • activate key_press_handler before special_key_press_handler to allow CameraFree* commands, bound to special (gtk: !accelerator_is_valid) keys
  • update workzone on partial deselecting too (was updating only on adding to selection)
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 1st, '16, 5:06 pm

Is it possible to expose the FOV of the 3d view in preferences? It would be pretty useful to be able to set the FOV to match what I see in-game.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 2nd, '16, 8:16 am

Ye, that looked not super-hard to do, is in todo list -)
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 3rd, '16, 12:07 am

Brilliant, thanks!

Another request if poss...could you add an option to "maintain grid offset" when pasting to camera? By that I mean... currently when you paste an object to camera it positions the pasted object so that the centre of its bounds falls on the centre of the nearest grid point to the camera. Depending on the size of the bounds of the pasted object this can be annoying as I often have to go into a fine grid and nudge it back so it lines up with a coarser grid.

If there was an option to maintain the pasted object's position relative to the current grid, then I think that would be a more preferable behaviour.

The idea is a bit like how duplication works when "nudge selected after duplication" is checked - the duplicated object always maintains its position relative to the grid lines.

I hope that made sense :}
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 3rd, '16, 11:04 am

Good note; Is funny, that i'v recently repaired that in wip version:
* fix: snap translation amount on paste/move to camera commands instead of stuff's origin (to keep one with size (2*N + 1)*gridSize on grid)
Simple meth fail
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