I’ve defined a region (using set xy) in Radiant. I’ve compiled the region fine.
Is it then possible to load the ‘region’ map into ET? I tried but I received a ‘Map without shader’ error. If I compile the whole map, then it reads in fine.
Thanks
I’ve defined a region (using set xy) in Radiant. I’ve compiled the region fine.
Is it then possible to load the ‘region’ map into ET? I tried but I received a ‘Map without shader’ error. If I compile the whole map, then it reads in fine.
Thanks
Hmm, I’m not sure, but at a wild guess perhaps he’s talking about, er, Regions? Or is that too stupid? 
I’m pretty certain you can’t do any clever things like that with Regions though, they’re sadly very limited and nowhere near as useful as they could have been made. I still use Regions constantly, but it’s annoying how much potentional they have if it was just coded in (loading regions into ET as you said, creating sets of regions you can switch around at will, etc etc, would have all been nice additions).
Ah, I was hoping…oh well. It would have been very, very useful to be able to do that.
From the Q3Radiant Editor Manual
“Map regions can be compiled without having to compile the rest of the map. This can be an incredible timesaver. Instead of spending hours to compile an entire map just to check for leaks in new construction, or check the appearance of a room, or test a lighting effect, minutes can be spent processing just the room itself.”
Left the impresion that you could check a room appearance, which I assumed meant in ET.
Thanks
Yes. There are different ways to set a ‘Region’ (set xy, set brushes, etc). You can then compile this ‘Region’
I’ve got a large terrain and am working on a bridge. So, I just zoom in and set xy for the region. Moving around, manipluating, etc is faster. you can even compile it. I was hoping you could then read this in to ET.
It’s still useful without being able to load it in ET. But, damn, it would have been nice if you could have…
I might be wrong then, perhaps you can do it? I also got errors when trying, and I’ve never heard of it being possible so assumed it wasn’t, but reading that it certainly sounds like you should be able to do it. Can one of the experts tell us please?
If you select a region, then select file->save region it will save out the region and stick it into a sealed containing box. However the box doesn’t get any sky shaders or anything added. It’s best use is to compile interior areas quickly to test the lighting. The sealing box is actually alittle smaller than your region so make your region a little bigger than the area you want to test.
You can of course save the region area, then load that little map and texture skybox into your sky shader, then compile that.
Just don’t save a region over your map 
(Picking up an old thread, but the problem is still there)
The problem is: radiant used to support region compiling without saving the region. Defining a region and using the BSP menu was enough.
Actually, it still does, but now it won’t save the .reg file, (it says "WARNING: no module found for map interface type ‘reg’ ") it only creates an empty file, which is compiled by Q3map. Of course, an empty file cannot be rendered so this results in those error complained about.
Has anyone found out a way to make radiant save the .reg file so I don’t need to use the save region command? Or is this fixed in the 1.5 release?
(reason is: clicking only BSP goes faster then opening the region map, compiling, testing and opening the original again)