Board index DeFRaG Mapping

Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 5th, '17, 8:03 am

Isn't good; Need some details
May be post your
\install\settings\1.5.0\radiant.log
and
\install\settings\1.5.0\q3.game\local.pref
Also: have you tried 'startup troubleshooting.txt'?
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: Custom radiant + noOb compiler

Postby FearzEnemy4726 » Apr 6th, '17, 4:47 am

False alarm it started working again. It just takes longer to start up and looks kinda glitchy while it does but it works.
FearzEnemy4726
 
Posts: 9
Joined: Mar 13th, '15, 2:25 am

Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 6th, '17, 8:15 am

Long start is most likely caused by fontconfig lib, but that should occur only once; Next times it uses cached data (normally) = immediate start.
May be try to 'run as admin', so that cache would be saved (just guessing, that it can have problems with correct saving; afaik it also recaches after adding system fonts).

Glitchy: in what way (screenshot)? I only know about some visual issues in opengl apps after using 'scale interface' feature of win10.
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 10th, '17, 2:35 pm

Update!

binds...
  • doubleClick/Enter in Entity inspector Class list = convert entities
  • ctrl during creating brush = cube brush
  • m3: apply texture name and alignment to selected primitives
  • ctrl + shift + m3/drag: project tex from face in tex clipboard to brushes(BP format) and curves

Misc...
  • on worldspawn entity create/convert to one do most expected move-selected-primitives-to-worldspawn
  • convert point entity to group one = placeholder brush at origin + remove origin key
  • convert group entity to point one: set origin key to contained primitives center
  • fix uniform rotation operations for eclassmodel, miscmodel entities
  • scale miscmodel entities uniformly
  • added func_detail to world and detail filters
  • region->set_xy: using active projection, not just xy one; is subtractive (no region off before applying)
  • new brush prefab: icosahedron
  • refactored CSGTool, improved Hollow::diagonal algorithm stability
  • fix scaling for doom3 brush format
  • Pointfile function: try to also load .pts leak line file (q1), if .lin isn't found
  • snap transform origin for flip commands
  • change light intensity save format from %f to %g to prevent .99999 on transforms
  • support 'stupid quake bug' (invert pitch in angles)(generic and miscmodel ents)(cfg: entities="quake" in .game)
  • clipper: place 1st and 2nd points far, 3rd near to ease 3 points clipping
  • fixed q1 entity definitions (negke)
  • changed surface inspector behavior from 'set whole texture projection' to 'set modified value' (makes sense for multiple surfaces selected)
  • BP: surface inspector and Tex* binds scale texture by its axes, not world axes
  • BP: fix rotation of tex projection with scale S != scale T
  • BP: fix ruining nonregular tex projections by surface inspector (for example after fit/seamless/arbitrary projection)
  • jump over tex projection scale = 0 case, while modifying one (AP and BP)
  • fixed and improved normal finding in patch texture autocap algorithm
  • removed axis cycling in patch cap texture; using autocap
  • patch cap texture: project, using brush texture projection math of current mapformat to make it seamless with brushes by default
  • Surface inspector->Project functions work for curves (in AP map format too)
  • place created simple patch mesh not in middle of bbox, but on edge to make result more usable
  • prefs-interface-layout-single scrollable toolbar
  • tweaked Human Radaint GTK theme: toolbar pixmap separators, more compact toolbar
  • Human Radiant Dark GTK theme
  • new texture lock algorithm for BP map format, supporting any affine transformations
  • more robust texture lock algorithm for AP map format, locking what is possible to; also improves seamless face2face tex paste function
  • experimental fix of rendering scene and evaluating brush/patch representation TWICE on every transform (literally after every mouse move fraction)
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: Custom radiant + noOb compiler

Postby Kabcorp » Apr 17th, '17, 11:43 pm

Thanks man! :D
Kabcorp
 
Posts: 33
Joined: Sep 28th, '12, 1:49 pm

Re: Custom radiant + noOb compiler

Postby xt4zy » Apr 18th, '17, 10:40 am

wtf, when i paint with shift+ctrl+mouse3 he "strach" texture and i need open surface inspector and press reset all time(
where it control?)
xt4zy
 
Posts: 3
Joined: Nov 5th, '14, 9:00 pm

Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 18th, '17, 3:53 pm

xt4zy wrote:where it control?)

in mouse shortcuts.txt ;)
m3bee.png
You do not have the required permissions to view the files attached to this post.
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: Custom radiant + noOb compiler

Postby xt4zy » Apr 20th, '17, 9:12 pm

oh, so easy :)
ty :)
xt4zy
 
Posts: 3
Joined: Nov 5th, '14, 9:00 pm

Re: Custom radiant + noOb compiler

Postby TittenIgnition » May 3rd, '17, 11:17 pm

I'm getting an annoying console spam + MASSIVE compile delay on one particular model:
Code: Select all
Discarding skin directive in models/props_destruction/glass_fracture_128x128_a_reference.obj:
v 18.497206 66.042145 0.002502

It doesn't appear to be causing any issues in the resulting bsp, but it's filling up the console and making my compile take an insanely long time (90 seconds for seven brushes and one model). My compile settings are simply:
Code: Select all
[q3map2] -bsp -meta -patchmeta "[MapFile]"

Pls halp!
wtf i have a signature?
User avatar
TittenIgnition
 
Posts: 455
Joined: Jun 4th, '10, 1:24 am
Location: QuakeNet

Re: Custom radiant + noOb compiler

Postby Le another black niger » May 4th, '17, 9:12 am

Hi, can you provide files, needed to reproduce this?
(I don't see why should that happen from the code)

Btw: .mtl support works (no warnings spam with correct one)
Though it seems, that it should use map_kd from .mtl, as shader name, to be usable. What do you think?
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

PreviousNext

cron