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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby XPC32 » Mar 19th, '16, 7:44 pm

Can you release source for your version of radiant? Maybe even contribute to https://github.com/TTimo/GtkRadiant if you want!?
bewarned ! i am a noob !
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 19th, '16, 9:52 pm

Src is included, src.7z
TTimo maintains 1.6 branch, which is slightly improved/modernized 1.4
My version is improved netradiant, which is stabilized 1.5, which is 3/4 rewritten 1.4
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Re: Custom radiant + noOb compiler

Postby XPC32 » Mar 19th, '16, 9:57 pm

Le another black niger wrote:Src is included, src.7z

Awesome!
bewarned ! i am a noob !
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 20th, '16, 12:41 pm

Update

  • 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
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 9th, '16, 3:53 pm

Update

  • 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;
  • numerous code fixes
  • M1 click: tunnel selector ( +cycling through matching or not: is dependent on position delta between clicks (epsilon = 8pix) )
  • ctrl + m1: select brush face
  • ctrl + m1 drag: rectangular selector of brush faces
  • shift + m2: tunnel selector ( always tries to cycle )
  • shift + m2 drag: paint objects selection
  • ctrl + m2: tunnel face selector
  • ctrl + m2 drag: paint faces selection
  • alt + m2 drag: 2d zoom in/out
  • ctrl + m2: quick clipper mode (quits one after split done)


I'd like to know, if swapping paint and rectangular selectors is fine idea with this cfg.
This is more logical (imo)(since m1 would handle all pointing toggle selectors then)
+ would allow immediate selection update onMouseDown :think:
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 10th, '16, 9:14 am

Oops, quickfix xD
Selectors logic and minus assert on paint
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Re: Custom radiant + noOb compiler

Postby [DF]yotoon » Apr 11th, '16, 10:44 am

Awesome stuff!
These changes actually made me try mapping again.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 12th, '16, 7:59 am

Okay, cool , vi bilif in ya! ;)
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Apr 13th, '16, 3:36 am

The new hotkeys are really annoying, is it difficult to change them back to normal? They might be useful, but especially the fact that ctrl + click in the camera selects something gets really annoying - I use the ctrl-strafe in camera a lot, and I often select something while switching out. Maybe I could get used to it but I've been doing it my way for a while now, and it works...
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Apr 13th, '16, 10:05 am

I see. So is your problem inability to use m2 alone to quit freelook?
What about strafemode w/o entering freelook? (the more powa would require much more control in this case tho)
May be you'v got some smart idea about alternative bindings for new selector functions?
Atm selections simplification outweigh some potential inconvenience of freelook toggle bind, limited to m2 alone.
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