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Posted by Qmaster on 2016/10/01 18:37:16 |
NetRadiant-custom is continuation of NetRadiant, based on GTKRadiant, which supports numerous games, with some emphasis on Quake.
win32 build
win64 build
github
Simple install instructions are included in q1pack\q1pack.txt |
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Update!
#216 posted by niger on 2020/03/20 06:27:21
#217 posted by wakey on 2020/04/01 13:51:27
Currently testing it, had some build from 2018 before.
Has realy some nice additions to it, as far as i can tell.
Just as Kinn said, the UV tool is awesome and very useful.
To use it as a portable installation is also very useful, at least for me.
Addendum
#218 posted by wakey on 2020/04/03 09:55:10
One thing that came just to my mind:
Would it be possible to add a model browser to radiant?
In my imagination it would work similar to the texure browser, just that it loads previews of the models.
Next to the Entity Inspector, Console and Texture Browser it would make a fine addition, especialy as there would be space for some more tabs, methinks.
About that included version of q3map2, 2.5.17n, could it be that the lightmapping of models is broken?
Or has maybe something else about the behaviour in this regard changed?
Neither with spawnflags 4 nor the appropriate shader including q3map_forcemeta i seem to get my models lightmapped, only vertex lit.
Hi
#219 posted by niger on 2020/04/03 16:36:02
Model browser would be worthy thing, though i'v got no good notion of optimal implementation yet.
One idea was preview widget in open dialog to show selected model.
Other was close to your one: FS tree widget, showing folders, containing models. Selection change = model insertion or change selected misc_model. This one avoids adding extra viewport to render and navigate.
One more option is to have a map with all wished models to view and copypaste (e.g. netradiant-custom\q3pack\maps\grabmodels.map).
One more option is support drag and drop of model file to editor window, which particularly would make creation of preview .map faster.
Your idea looks most cool so far, though there are few questionable topics.
It's quick to preview small prop models with lowres textures, but there may be also detailed models/using a lot of hires textures/representing whole level. Possible solution would be to cache preview thumbnails (questionable points here are good angle to have representaive preview and lack of navigation around model).
Other thing is FS view: it definitely must show only folders, containing models, but how would it know, that you added a folder/model to some folder? Rescanning/recreating each time is potentially slow, showing whole FS may be expensive with a big one too.
Lightmapping of models: in general anything can be broken (furthermore there was massive refactoring of q3map2), but it works here. Can you share an example setup to reproduce the problem?
My Bad
#220 posted by wakey on 2020/04/03 17:54:59
Spawnflags 4 / forcemeta does actually work, incidentally i tested a array of models first which seem to not work properly.
It's more likely now that these models are "broken" in some weird way, due to my lack of modelling skills when i created them.
Could also be something with the darkplaces engine, the more exotic compile settings i use or any sort of things really.
So my post was a bit assumptious and careless in that regard, sorry.
Does q3map2 has requirements any model should idealy meet?
Like beeing closed, vertex colors, normals that sort of thing?
As for the modelviewer: One solution for the FS view might be a file similar to shaderlist.txt, eg "modelfolders.txt", in which a mapper adds the folders to be shown manually.
#221 posted by niger on 2020/04/03 18:55:06
There are no special requirements to models like that.
Limiting folders selection smells like an optimization indeed.
Modeltest Map
#222 posted by wakey on 2020/04/03 20:19:10
I have created a small testmap with two rows of models, one row without spawnflag 4, another with.
Might still be interesting to mess around with.
It's a .pk3 file, includes the models and .map file.
Link:
https://drive.google.com/open?id=1gJj8gTtSKy1TAVABwGh2xbnkXqtWAFrt
As i mentioned some of my models are quite the mess, they were photogrammetry experiments that i havent come around to properly clean up yet.
In regards of optimization regarding the modelbrowser thing, what are the lowest specs you are aiming for?
I am using huge folders with pretty large textures for some 8-9 years now, with a few hundred mb each.
They load quit fast imho, that beeing on a normal hdd.
#223 posted by niger on 2020/04/03 21:34:27
I exported your .bsp to model with lightmaps, models are lightmapped: https://imgur.com/0hemZen
Even those, which you were not asking for :) This is known issue: > 1024 vertices push model surfaces to meta routine, which enables lightmapping.
Regarding to lighmapping quality (visible seams), this is general q3map2 problem. Enabling phong shading should help, also may be -trianglecheck for 'light bleeding' issue.
This should be improved once we get what's going on there, at least that 1024 limitation should be applied to separate surfaces of model, not a whole.
Loading folder with 137 512-1024 textures take a few seconds here, which seems to be realistic case for models. This is slightly too much imo, considering that models have to be loaded too.
I found some 50-100Mb models laying around in setup here. This is another topic, if to/whether it's possible to quickly evaluate if preview loading would worth the time spent/memory consumed.
#224 posted by niger on 2020/04/25 16:11:45
Very Nice
#225 posted by wakey on 2020/04/27 10:25:39
Wow, very nice work!
Currently testing it, looks and works exactly the way i imagined.
The browsing through the model folders works fast and smooth, its nice to be able to rotate the models in the preview, and very cool to flip through those models with the misc_model entity selected.
Havent encountered any problems so far.
Anything specific you might want to have tested?
#226 posted by niger on 2020/04/27 23:38:02
It's good to know, that it works well with your practical cases.
Just tell, if something is not working, as expected.
I'v got a few questionable points:
-loading whole VFS here (root with max depth)(120k files) takes time, perhaps it makes sense to only load on 1st browser rendering
-there are some huge models laying around here, may be should load model file 1st to avoid loading, basing on the size (this is quite rough property tho)
-treeview expands quite widely and doesn't minimize, may be there should be draggable separator to adjust width and treeview itself scrollable horizontally
Update!
#227 posted by niger on 2021/01/05 14:56:56
#228 posted by Joel B on 2021/01/05 23:59:49
Wasn't aware until now of those -pk3 and -repack functions added to q3map2. Nice.
List Of Hidden Brushes Dialog
hey niger, can we get a dialog so we can selectively unhide hidden brushes?
Hmm
#230 posted by niger on 2021/01/06 13:10:35
There is list of all primitives, inluding hidden, on L, though i'm unsure how much usable the list would be for this purpose, i.e. how would you determine which entry of list is what.
I'd go around of it this way:
I, unhide, add brushes to selection, I, H
or:
I, unhide, add brushes to selection, region selected
More manageable way to control visibility should be likely done via layers.
Swell New Build Released
#231 posted by Kinn on 2022/12/29 17:15:29
Hellzapoppin'! Roll up yer flaps and pick up yer brass, there's a new netradiant-custom build for all you hep cats and rug cutters, and it's a gasser! Those of you who've got yer boots on will need no introduction to this editor, but if you haven't yet collared the jive, here's the bible:
- It's hip.
- It's not for squares.
- You can cop it here:
https://github.com/Garux/netradiant-custom/releases
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