So, I went in to netradient, and moved the entities that were in the wrong location back to their correct position. Now when I compile, the entities do show up correctly. However, I noticed one other wierd bug. When I moved these entities (a door and a lever), their textures were sliding on them. In other words, I could drag the door around, but the textures would not move with them. It was like passing the door through a projection of the texture. But the wierdest thing is, when I compiled the map, the texture is perfectly fine. It is just screwed up in Netradient.
NetRadiant
Oh, so it’s a feature. Why the heck would anyone want their textures to slide? I miss my radient 1.4. Too many new features are bound to hotkeys that I don’t know about in this thing. Sucks to be me.
texture lock was also in 1.4 I believe, well it was in 1.5 at least anyway most people just turn it on or off and then don’t touch it anymore, might explain why you didn’t know.
LOL.
I have the same bug then you Diego whit a script_mover and path_corner after a compile.
When i enter the game, my door was not there… But she come from nowhere after 30-45sec and start working normally.
That weird!
I bet on this: path_corner
I will back compile whit 1.5
Two of my broken script movers were path corners. But they never showed up when I activated them. But moving the entities back into position fixed the problem. The other broken script mover was the trailer for my Rail Tug. But even though it was broken in Radient, it still worked fine in-game. I moved it back into start position anyway.
Got another Noob question about Netradient.
In Radient 1.4, after I have selected a brush or face that I want to assign a shader to, I can then use the middle mouse button to click on any other brush that has a shader. Radient 1.4 will assign the shader of the brush I middle clicked on to the brush I have selected. It also applies that texture with the exact same scale and translation parameters.
So how the hell to I get Netradient to do that? Middle clicking on a brush just highlights the shader assigned to that brush in the Texture window. But it does not assign that shader and the texture coordinates to the selected brush. Without this, I would be stuck manually setting the texture coordinates for every brush I make.
Ah, and another thing. Radient 1.4 allows you to lock off the X Y X directionality when you are moving brushes/vertexs/edges. That way you can move these elements using the 3d viewer without having them skew in the wrong direction. This is pretty much a must have when you are building terrain by hand. I don’t see this functionality in Netradient. Is it in there at all?
This thing doesn’t even offset the brush when you duplicate it. I keep finding multiple brushes occupying the same space because I can’t tell if I’ve duplicated it or not. I’m starting to think it will be easier to set my computer up with a dual boot with windows XP just so I can finish my map instead of screwing around with an inferior editor.
well I never did textures like you describe but this works and is prolly faster:
middle mouse button on a brush ( select texture )
ctrl - alt - middle mouse button ( Apply selected texture )
To lock movement there is a button for I think, I’ll check it out tonight. (maybe q?)
Also offsetting copied brush is an option in preference § I think take a look think I saw it there.
EDIT: hmm after looking around and trying some things I can’t get it to do what you said afterall.
So only the texture problem is solveable.
Duplicates can’t be changed and I can’t seem to lock the axis either.
[QUOTE=stealth6;212131]ctrl - alt - middle mouse button ( Apply selected texture )
[/QUOTE]
That didn’t do anything for me. This version of radient blows. Every feature in 1.4 that I use that makes mapping efficient is completely left out of NetRadient. I think I’m going to have to just use that hack to get radient 1.4 to save my file.
I’ve officially ditched Netradient and gone back to Radient 1.4. I prefer to use a tool that has a buggy save with windows 7 than waste my time with a tool that has either significantly altered, or simply left out basic features that make mapping more efficient.
Perhaps now I can get back to work and stop spinning my wheels looking for tools that are no longer there, trying to find a work-around for them, or learning a slower method to the techniques I used in 1.4.
No areo compatibiltity?
And what should i run as admin to make the svn checkout work in program fils, if i run turtoiseproc as admin, it gives a elevation error =S
no area compatibility 
who really cares about that s***?
if you have turtoiseSVN just right click the file and select SVN checkout?
[QUOTE=stealth6;225848]no area compatibility 
who really cares about that s***?
I do =)
Nah, i was just wondiring if it was correct
[QUOTE=stealth6;225848]if you have turtoiseSVN just right click the file and select SVN checkout?
yea, i selected “C:\Program Files (x86)\NetRadiant” and rightcliked it, then SVNcheckout with url ‘svn://svn.icculus.org/netradiant/trunk’
See picture
better use a different path… then program files…
c:\myProjects
etradiant
else be sure to give your current user proper rights on that folder.
[QUOTE=ailmanki;225904]better use a different path… then program files…
c:\myProjects
etradiant
else be sure to give your current user proper rights on that folder.[/QUOTE]
I am admin. but the program isnt, so i gave it to him, but then he sais error lol
Afaik when the program runs as admin it has ‘more’ access, but still no License to kill 
