GtkRadiant-1.5.0-RC1


(kamikazee) #21

AFAIK it removes degenerate planes automatically.


(Shaderman) #22

Jecoliah, in your ASE file material 13 and 19 have discrepancies. *MATERIAL_NAME and *MAP_NAME are set to “textures/sfx/glass” (the shader you want I think), but the *BITMAP path is set to “… extures\common\dirtymirror.tga” which is loaded by Radiant and in game. Material 19 is the one used for the cockpit but I didn’t find out where material 13 is used. You have created the model from brushwork and therefore I think there might be one or more brush face(s) having textures/common/dirtymirror applied. Recheck your brushes and I’m sure you’ll find out what’s wrong. If you want a quick solution, edit line 220 and 310 in your ASE file.

Nice model btw :slight_smile:


(Jecoliah) #23

Yes it is brushes converted to ASE but the shader for sfx/glass per below uses the dirtymirror texture.

This is not something i manually added but was created by the conversion process to ASE.

textures/sfx/glass
{
qer_editorimage textures/common/dirtymirror.tga
qer_trans 0.5
cull none
surfaceparm glass
surfaceparm trans
{
map textures/common/dirtymirror.tga
blendFunc GL_ONE GL_ONE
rgbGen identity
tcgen environment
}
{
map $lightmap
blendFunc filter
rgbGen identity
}
}

Seeing how this is the Texture that the Shader must use, what would i change it to in the ASE?

It works fine in the October release of Radiant but not in the releases after that date.

Sorry, i just don’t understand how using this shader/texture is the cause of the problem especially seeing how this is a default Shader/texture in ET.

It is only a problem in the Dec and Jan release of Radiant.

If i were to change the lines in the ASE as you suggested, what would i change it to due to the texture is what is used within the shader and if i did use a different texture wouldn’t it still have the same result?

Edit: I checked the Brush which is just a Patch brush and it only uses the sfx/glass shader/texture.

Here it is in Radiant, i chose show all in the Texture menu.

Oh, the no-texture is just loaded up by default in Radiant, i forgot to flush for the screen shot.

Jec


(Q.) #24

Yes, that’s the point I mentioned.
“warzow”…why don’t they use just “nato” or even “neocon”? :cyclops:


(TheJediYoda) #25

Will install it and have a look, undoubtedly followed by a uninstall, heres for hoping.


(Shaderman) #26

Jecoliah it’s a problem in Radiant. I’ve broken it while fixing an earlier ASE loading bug :roll:


(Jecoliah) #27

Ok, thanks, i just wanted you all to know about the problem, it is the only problem i have had with the latest release.

I want to give a “BIG THANKS” to you guys working on Radiant.

I have really enjoyed the improvements you have made to the Program.

The community Really Appreciates the Work that you all do!!!

Jec


(Diego) #28

Here is another one I’m not sure of from the 1.4 right click menu:

Move into entity
Move into worldspawn

Are these moved elsewhere in 1.5 or removed. There is an entity ungroup. But that clears out an entire entity. It’s very hard to manage or debug entities if you can’t add and remove brushes on the fly as I create more details for it.


(Kic) #29

Will be good to implement to GTK radiant some good terrain editor with posibility draw texture with blending - realistics look. But it is probably impossible or improve FATE ( include texturing and so on - author was mentioned about new FATE )
Is there ( exist ) for some game ( any ) good terrain editor that have these things?


(carnage) #30

Will be good to implement to GTK radiant some good terrain editor with posibility draw texture with blending - realistics look. But it is probably impossible or improve FATE ( include texturing and so on - author was mentioned about new FATE )
Is there ( exist ) for some game ( any ) good terrain editor that have these things?

it would prob be easier to implemnt FATE into radient

IMO the problem with terrain editing is that its very hard to change once the terrain has been imported and keeping the terrain in a format where it could still be edited easily (like in FATE). This would make it a very large task since you would be adding new brush formats and things so i wouldnt get ur hopes up about something like this being implemented with the developers now leaving radient to lie


(kexik) #31

Hi everybody,
sorry for my English :wink: .

GtkRadiant is cool editor and Iam happy that development continue. I use GtkRadiant for my Q3-format based engine. I have some questions:

  • why rotation texture lock for Q3 format still doesn’t work? When I press TextureLock icon and then rotate brush, texture coordinates are modified. Or Iam doing something wrong?

  • few months ago I sow some plugin, which allows to use “icons” for entity classnames (something like in Hammer editor), but I forget its name. Is this plugin still available?

Thanx!


(Shaderman) #32

Sorry for my late answer.

Unfortunately that’s not correct. Let me quote myself:

Since SPoG quitted, only three people were more or less working on the Radiant core (namespace, Topsun and me). We agreed to fix the worst bugs and release a usable final version at the end before we stop working on GtkRadiant ourselves. Since nobody else is left, GtkRadiant starts hibernating.

  • why rotation texture lock for Q3 format still doesn’t work? When I press TextureLock icon and then rotate brush, texture coordinates are modified.

Nice, another thing that should be fixed :roll:

  • few months ago I sow some plugin, which allows to use “icons” for entity classnames (something like in Hammer editor), but I forget its name. Is this plugin still available?

IIRC it’s not a plugin but there was something documented on the wiki site which is (and will be) down.


(C) #33

…before we stop working on GtkRadiant…

:frowning:


(sodsm live) #34

i compiled a linux version - it’s friggin huge

radiant.x86 is almost 50MB! (i’m not a coder so i don’t know if this is managed by an environment setting or what).

looks pretty good, though i’m trying to figure out what those wierd transient orange boxes are that get left around whenever you do something. i haven’t done much reading on 1.5 or any of the changes so my initial ?s may be answered somewhere already(meaning i’m not gonna flood this post with questions).

it’ll definitely take some getting used. nice to see the plugins are back.

i kinda wish the spawn entity placement was made a little more intuitive. is there some way of making it place a spawn entity flush with the highest point of last brush selected.

wow after 5 mins i already miss the x/y/z axis lock buttons

thanks for getting this thing up to snuff before it goes to sleep permanently.

btw - does anyone have a repository of tips for this version? there is some functionality to 1.5 that seems to be missing and i just wanna know if it’s just me not being able to find it or it’s been removed(simple things like texture cloning with the middle mouse button).


(Jecoliah) #35

See here…

http://zerowing.idsoftware.com/files/radiant/docs/1.5/

Jec


(Shaderman) #36

Don’t compile in debug mode :wink:

A better place to ask questions regarding Radiant is the GtkRadiant help section in the map-center forums.


(SCDS_reyalP) #37

Don’t compile in debug mode :wink:
[/quote]
and/or strip it.


(sodsm live) #38

like i said i’m not a coder so i just followed the build instructions which said:

scons SETUP=0

i’ll have a look at the other site though, thanks guys.


(jump3r^) #39

when i lock the windows ([WIN]+[L]) with gtk 1.5rc running and afterwards unlock, it crashes:

  1. messagebox

  2. messagebox after closing the previous one

btw. i use winxp pro sp2, czech lang.


(Kic) #40

Never had these problems
Nikdy jsem neměl takový problémy