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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby TittenIgnition » Jul 31st, '15, 6:16 pm

Could you by any chance enable Aero support for Windows 7? The NetRadiant build I use has support for it, but it also has a nasty bug where it turns the crosshair into a big white square in all four views. It doesn't have the cool stuff yours has, but I really like Aero and that's a deal-breaker considering just how inconvenient it is to switch back and forth. I also don't know how difficult it would be to add, but I imagine it can't be too bad. Especially since the NetRadiant source is available (I think), and GtkRadiant also supports Aero.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 3rd, '15, 8:14 am

Need to know what version works for you that way and its src, since i used latest one from netradiant's repo.
If it's some ingar's build, then it's most likely about modifying and building dependent gtk dll.
You can actually try to juggle those dlls, so aero will work in other builds, but bugs gonna be shipped with them aswell ( and most likely aero was disabled to fix bugs (which might be caused by outdated + unsupported gtk2.x) )
I got your point, used ingar's build with not so dull xp theme.
After years i figured out, that these dlls caused inability to customize build menu from editor and floating tex browser could be opened just once :doh:
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Aug 4th, '15, 1:24 pm

My current version is netradiant-20130630-win32, but apparently ingar has released a 2015 version I had no idea about :O

Hrm, Radiant isn't starting any more. I have no idea why; reset everything to default, used different builds...
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 5th, '15, 8:32 am

Good to know Ingar is still alive!
Old bugs are still in place aswell.
+forgot 'minimize floating window = radiant minimizes, can't restore' one

>>Radiant isn't starting any more
Any radiant?
Tried startup troubleshooting.txt?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 5th, '15, 2:01 pm

Meanwhile update:
packer: rewrote logic to make sure not to include excluded stuff
packer: preserves file date, if grabbing file from .pk3 too
packer: in case of missing *ingame* resources pk3 gets _FAILEDpack suffix

i like how it parses 20k shaders in 1 second :ugeek:
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Re: Custom radiant + noOb compiler

Postby sL1k » Aug 5th, '15, 5:00 pm

Le another black niger wrote:Meanwhile update:
packer: rewrote logic to make sure not to include excluded stuff
packer: preserves file date, if grabbing file from .pk3 too
packer: in case of missing *ingame* resources pk3 gets _FAILEDpack suffix

i like how it parses 20k shaders in 1 second :ugeek:


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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Aug 6th, '15, 12:12 am

I fixed it not starting somehow. I copied all my F: radiants to C:, and it didn't work for some reason but it does now.

How do I make a pack with multiple maps using -pk3?
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Aug 6th, '15, 12:52 pm

There is no such feature atm.
Autopacking separate maps and then merging packs into single one doesn't look too hard, doesn't it?
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Re: Custom radiant + noOb compiler

Postby TittenIgnition » Aug 6th, '15, 1:25 pm

Le another black niger wrote:There is no such feature atm.
Autopacking separate maps and then merging packs into single one doesn't look too hard, doesn't it?

No, I'm just gonna extract them all at the end and zip 'em up again. NPNP

EDIT: For a Minecraft-style or simple square model, what would be the best combination of all these model spawnflags? I don't really get what most of them do, but they might make collision much more reliable on models that consist almost exclusively of 90 degree square faces.

P.S. Also fix the weird rounding errors or whatever the cause of these annoying ".000001" or ".999997" values on origins and etc. are.

P.P.S. Is it a big deal to increase Radiant's grid? I'm messing with something right now that can very easily pass over the limits of Radiant's grid, and manually editing the .map in notepad is really difficult/awkward.
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Re: Custom radiant + noOb compiler

Postby amt-morbus » Sep 3rd, '15, 1:38 pm

Cool, gonna test this new version and am looking forward to the mappacker feature! Btw: Love the new inbuilt shader editor.

Thouths / ideas / Feedback
> A defrag overbounce plugin: Annoying and long OB lists (like the good old JOBH and GOBH list from CGaz), we all know and have to use em. A plugin where one can browse / enter a height range and get the possible OB heights returned would be great. Maybe something similar to Drakkars OverBounce Detector http://mural.uv.es/jaimopar/obd/obd.html.

> Extend the radiant shader viewer/editor: Being able to autocomplete shader parameters, somehow combine it with the shader manual and to preview the final result of the shader (like in Q3ase).

> Add option for default model file format in preferences. Or even better: display all the supported model file formats (.md3 .ase .lwo .obj .3ds .picoterrain) in the "choose model" dialog window by default.

> A "nodraw/trigger/clip selection" button - same as "caulk selection" to quickly apply this very commonly used shaders to the selection.

> Feature for the camera window: Display the texture/shader or entity targetname which the crosshair points at next to the geometric statistics.

> The mappacker used the following path: X:/Quake//breach-rj166_FAILEDpack.pk3

After first run of the mappacker, it complained about the following:
Code: Select all
************ ERROR ************
ParseShaderFile: scripts/space-pro.shader, line 2: { not found!
Found instead: *
Setting up
Listening...

The corresponding shader file:
Code: Select all
*******************************************************************
* Neotech Shaders Written by Chris B Jensen aka "Mr.LyCon"        *
* Evil and Dsi Shaders Written by by Yves Allaire aka "Evil Lair" *
*******************************************************************
Image
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