Q1 Support
#9 posted by
ericw on 2014/08/05 08:29:11
A couple months ago I was playing with radiant 1.6, and seeing if it would be easy to enable Q1 support. It turned out it was; just adding a few lines of code to enable the game type, and cobbling together a gamepack from the GTKR 1.6 Quake 2 one and a
.def I got from gb.
The only caveat is, mdl's don't show up in the editor like in 1.5, and it's not easy to add that back in as a bunch of code was ripped out / changed.
Here's the build if anyone's interested:
http://www.quaketastic.com/files/tools/windows/level_editors/gtkradiant-1.6-quake1-beta.zip
Thanks to SpronyVanJohnson for helping test this. Also here are some notes I made while troubleshooting some problems we both had getting textures to show up:
- For radiant to find them, texture wads should be in quake/id1/, and the 'wad' extension must be lowercase
- A restart is necessary for new wads to show up in the texture menu
- You have to manually add the "wad" "first.wad;second.wad" key to worldspawn listing the wads you're using; choosing a wad from the texture menu just shows it in the editor.
I'm probably not going to spend much more time on this, but i'd like to get it included in the next 1.6 release if there are no serious problems that show up.
#10 posted by
- on 2014/08/05 08:39:36
mdl's don't show up in the editor like in 1.5
they show up in 1.5!? not in my copy :(
never really been that big of a deal for me though
Scampie
#11 posted by
negke on 2014/08/05 08:52:34
You can make them show up by adding "mdl" or "model" "progs/player.mdl" (or something like that) to your def file. However, in my view it's not useful, because then Radiant will only display the models, not the bounding boxes, which makes the entities harder to place correctly.
Request
Hey guys,
I could only help Eric a little bit since I am familiar with Radiant but not with Q1 editing. Even if you are not interested in going over to Radiant it would be appreciated if you could check it out.
Specifically the more advanced stuff. Like the use of entities and such. It would be good for us to know if it's working correctly. Perhaps make a couple of test rooms with some effects like fog or a custom skybox and things like elevators, buttons and of course monsters. Just your usual Quake stuff.
Please give it a go and let us know!
#13 posted by
negke on 2014/08/11 10:31:54
The detached windows layout is still broken, so Radiant 1.6 is useless to me.
#14 posted by
necros on 2014/08/12 00:07:45
sikkpin's QE3 had it perfect; you could arrange the windows anyway you felt like and they'd snap together. first time I saw that done and it was the height of class.
Had?
#15 posted by
Lunaran on 2014/08/12 05:10:25
"has" :)
if only the window borders on Win7 weren't so thick ...
#16 posted by
Lunaran on 2014/08/12 05:18:48
(wow, you can change them by digging the old win95 desktop color configuration dialog out of the wallpaper controls :o )
#17 posted by
Hipshot on 2014/08/18 03:59:46
Ok, I'm a bit confused now, but when I save a level with radiant, quit radiant and loads the level, the textures are missing, even if the wad file is still present?
If I use trenchbroom, the same was works and the level saves and compiles fine?
Are radiant saving the level in the wrong mapformat perhaps?
#18 posted by
necros on 2014/08/18 04:17:35
radiant (afaik?) does not load wads relative to the map, but relative to the executable.
so /gfx/quake.wad
would be .../radiant/gfx/quake.wad in radiant.
Append
#19 posted by
necros on 2014/08/18 04:19:20
an easy way around this is to just create a
symbolic link.
i have a main texture folder, and then symbolic links to my working folder for compiling, trenchbroom and radiant. this way you only ever have the textures on your machine in one place.
#20 posted by
Hipshot on 2014/08/18 04:39:11
Actually, it works now, very strange.
I deleted the randiant folder and reinstalled it. Maybe it was some setting I changed that it didn't like...