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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 3rd, '16, 8:03 pm

Hah, awesome cheers :)
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 4th, '16, 6:08 pm

Also just throwing this out there as a "wishlist" feature - any plans of supporting the Valve 220 .map format for Quake 1 maps? This is supported by the popular quake editors Trenchbroom and JACK, and the compilers, and it would be great to have it in NetRadiant.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 4th, '16, 7:18 pm

Some sort of this is in my wishlist too, but i'm not such a big mathematician/coder to get it quickly.
Radiant supports 'brush primitives' format, which has possibilities, equal to 220 one (but not supported by tyrutils-ericw, according to docs)(but is easy to add-)
Anyway, no much texturing tools in radiant right now; switching formats is basically toggling axial/face projection atm...
There is disabled uv editor, btw; requires investigation.
I'v also had short testing in HL game mode: there are 220 format reader and writer, just no internal support of texturing, as far, as i'v got.
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 4th, '16, 8:16 pm

Oh that's a promising idea - I could ask ericw if he could look at supporting the "brush primitives" map format in his quake compilers.

Can I edit the q1.game file to make it read and write the "brush primitives" format when in quake 1 mode? Or does it require code changes to the editor?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 4th, '16, 10:34 pm

Setting brushtypes="quake3" and maptypes="mapq3" in .game seems to do it fine.
Brush detail flag is also written with this; i'v been told, that it doesn't make troubles for compiler, but is not handled as well.
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 5th, '16, 12:28 pm

Ah yes that works fine - I can now work in the BP format for quake, and ericw has already added support in his compilers.

I see now though that it's face projection all the time - is it possible to support the toggling of face/axial projection per brush face?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 5th, '16, 3:26 pm

You can get any kind of projections in BP format.
There are no tools to do that in radiant tho.
I'v found required math in doom3 code, but fixing some more materially-minded issues atm.
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Oct 6th, '16, 4:46 pm

Ah fair enough. Do I recall a plugin called "TexTool" in earlier GTK versions that facilitated this?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Oct 7th, '16, 8:51 am

There is improved textool in this version, disabled for some reason
But it's sorta uv editor; projections should be done in easier way.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Nov 3rd, '16, 5:18 pm

Update!

binds...
  • ctrl + shift + v: MoveToCamera (translate selection to camera origin)
  • m2 in entities creation menu: change classname; ctrl + m2: change classname, don't close menu
  • ctrl + m1 in entities creation menu: create entity, don't close menu (+offset every next entity by 8u or gridsize, if > 8)
  • m1x2 on clipper point = do clip

menus...
  • Shortcuts item moved from Help to Edit
  • misc->colors->opengl font selector
misc...
  • do not delete selected on entities creation, just deselect
  • ExpandSelectionToEntities: do not select invisible nodes
  • 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)
  • MapName build system variable (can use to make build menu entry to run map in a game)
  • build->customize: list available build variables
  • texture browser: gtk search in directories and tags trees
  • fix: build menu->customize Cancel button cancels (was reloading menu from disk)
  • build menu->customize Reset button (= reload menu from disk = editor start state)
  • fix: laggy selectors, manipulators in mlook mode
  • scale free->snapped mode: constrain to two axes, most perpendicular to view direction (i.e. works for two axes in 3d too)
  • scale free->snapped mode: use min move delta for scale (was max = hard to scale down); fix ZY projection case
  • fix: pointfile was considered as shown, when trying to load missing one
  • entity inspector->EntityProperties treeview: Tab keypress = focus Key field
  • 2x2 layout: allow gtk to handle separators positions; fixes: unmaximize wnd, maximize = horizontal separators > center
    fixes: unmaximize wnd = not updated views glwidget positions on some systems
  • fix: paint selector, selecting occluded faces
  • camera->field of view option
  • wider Texture Gamma preference range
  • wad games->texbro treeview: do not group names, using underscore; fixes crash on loading parent; fixes mess if path contains underscore
  • fix: do not quit freelook on autosaving
  • entity creation menu has ability to be 'tearoff'
  • wad games: fix TextureBrowser_ShowDirectory crash on loading common dir (can cfg to load .wad), on loading containing dir (do nothing)
  • wad games: fix crash on selecting a shader (not a plain texture) in tex bro
  • wad games: more reliable filterbar texturing defaults
  • shader for 'caulk new brushes' and 'clipper uses caulk' options is optional via 'shader_caulk' option in .game
  • fix: q1 mdl reader out of bounds reading crash
  • fix: q1 mdl loading of MDL_FRAME_GROUP case
  • fix: rightclick main wnd border, release in texbro glwidget == crash (unfreezepointer)
  • texbro: search in currently shown textures
  • ask for saving nonsaved map on project settings change
  • func_detail to nongame group ents counter
  • deiconify main wnd, unmaximize maximized view on app closing to save correct layout data
  • close preferences dialog on ESC
  • Enter = Ok in global and path settings dialogs
  • print renderer stats in XY views too
  • global 'show renderer stats' option, def = off
  • ~10x faster opengl text rendering
  • calculate farplane from g_MaxWorldCoord, g_MinWorldCoord (was const 32768)
  • 1.0f nearplane
  • numerous code fixes
  • texbro search: SearchFromStart option (match start of texture name)
  • texbro search: entry is activated/deactivated by mouse pointing
  • texbro search: clear button
  • renewed q1 gamepack ( by w_w )
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