Awesome
#12367 posted by horrorprn on 2013/01/15 00:51:57
it worked.
#12368 posted by gb on 2013/01/15 12:21:57
Nice. (This means Worldcraft can theoretically be used for q3bsp/rbsp/fbsp mapping, too.)
#12369 posted by necros on 2013/01/20 02:59:02
In a map editor, would it be useful to be able to create new textures out of multiple brushes without having to go into a 2D editor?
Yes
#12370 posted by than on 2013/01/20 03:15:33
A lot of the textures people make are combinations of existing textures done in order to reduce r_speeds. This would be great for trims etc.
It doesn't take that long to do in a 2d editor though, and obviously you can do more.
#12371 posted by - on 2013/01/20 09:47:46
Most of the textures I make are things I can't do with brushes.
What I do wish is that I could swap textures in a wad while Radiant is loaded and refresh the wad when desired.
#12372 posted by - on 2013/01/20 09:48:46
Not that making textures in editor would be a bad feature if it could be added.
Sounds Like Nice Feature
#12373 posted by negke on 2013/01/20 12:01:51
I Don�t Get It
#12374 posted by ijed on 2013/01/20 17:08:19
You mean arranging brushes so that the texture looks different? I do this already quite a lot.
Do you mean capturing such a configuration and saving it out to a 2D format?
#12375 posted by necros on 2013/01/20 17:30:47
The latter.
I do the former all the time, but it tends to waste vertices and inflates clipnodes and visleafs.
Interesting
#12376 posted by mechtech on 2013/01/20 20:58:25
Combine textures to combine brushes. Would this also help the lightmap?
Highlight multiple faces create the texture then merge brushes apply new texture. Is that the idea?
#12377 posted by necros on 2013/01/20 21:37:55
Pretty much. It's kind of like, you'll be mapping and making your trims as usual. You realize you'll probably have the same trim + texture layout everywhere so you just make a new texture right there on the spot, inject it into the wad and keep going.
Brushwork Textures
#12378 posted by sock on 2013/01/21 00:35:58
This is pretty much how I created most of the textures for my MOD, In The Shadows. Once I had a brushwork template I liked the look of, I did a print screen of the brushwork and then painted over it in PS. Added the new texture to my WAD and then tested the texture on the brushwork. After that it was a simple case of brushwork cut and paste.
I also re-used sections of the texture for variety detail and odd angles, so each new texture could be used multiple times and still be consistent.
This approach can create a consistency with architectural shapes and textures. It will also make a map feel like a designed location rather than a haphazard combination of brushwork and texture.
Jealous
#12379 posted by than on 2013/01/22 18:30:57
" After that it was a simple case of brushwork cut and paste. "
Ah, the joys of proper texture lock that works.
Not really sure why I still use wc1.6a.
Because
#12380 posted by ijed on 2013/01/22 18:50:57
In 3.3 you lose cross-editor compatibility and have to convert the textures to wad3?
...I still use it though :)
Texture Luck
#12381 posted by negke on 2013/01/22 19:27:34
Sock uses an old version of Radiant, I don't know how it works there, but the texture lock in new(er) versions produces decimals in the offset values which are not supported by standard QBSP. This can lead to textures getting misaligned by 1 unit in-game while looking perfectly right in the editor. Got to keep this in mind.
WackyCraft
#12382 posted by sock on 2013/01/22 20:06:42
When I say 'cut and paste brushwork' I do not mean texture lock/rotation. If you look at the architecture of my maps they are consistent, each arch, door or pillar is the same size because I cut and paste the brush shapes and then apply the texture afterwards.
I created the textures based on the brush shape so I only need to nudge the texture surface until it fits. This approach really makes a room/area feel like it is designed to fit together. When the texture and architecture are in harmony, the scene looks and feels better.
Netradiant
#12383 posted by Kinn on 2013/01/23 11:41:18
Coming back to this after 9-10 months.
Anyone know how long the netradiant site has been down? http://dev.alientrap.org/wiki/7
My version is dated march 1 2012, but there is a bug with the 3-point clipper that crept into that version. Just wanted to know if there had been a newer build since then.
GTKRadiant 1.6.3
#12384 posted by sock on 2013/01/23 12:17:19
Move to the latest version, it has better support and there is a coder actively working on it. They are always looking for people to offer feedback and get stuff fixed.
http://www.quake3world.com/forum/viewtopic.php?f=10&t=48330&sid=590f6d83bfd40da9dfdae6ea9aedaa98
#12385 posted by Spirit on 2013/01/23 13:41:30
#12386 posted by negke on 2013/01/23 19:48:04
Ah, looks like they finally added a workaround for the foreground/background issue. Though I'm pretty sure there's still no fix for the NextView button/shortcut not working on the floating window layout. It's been there for years. Will have to stick with Gtkradiant 1.5 for another while...
Kinn, the old download directory is still accessible here, but there's no newer version. There appear's to be some slightly newer build by Ingar dated July 2012, not sure how many fixes it actually contains (if any).
Cheers
#12387 posted by Kinn on 2013/01/24 02:17:49
Ok, thanks chaps - negke, good to know the old download page can still be accessed. I couldn't find it through google or anything. The Ingar build contained 7 trojans according to Kaspersky - probably false positives but...eh.
I'll stick with my current version I think. The clipper problem is minor-ish. (Basically, the "1, 2, 3" number labels on the clip points don't display anymore, which makes 3 point-clipping a game of chance more than anything).
#12388 posted by - on 2013/01/24 05:21:43
Kinn, I always Shift-Enter the clipper unless I know for sure which side will be removed.
Scampie
#12389 posted by Kinn on 2013/01/24 10:55:26
yes, that's ok once you have the correct clip plane - problem with netradiant's bug (and it's only an issue with 3-point clipping), is that if you lay down the 3 points in XY, then change to XZ (say) to shift the points in Z, because the points are not labelled 1-2-3, then often you lose track of which point needs to move where in order to get the desired clip plane in the first place. It just slows the process down and makes it more annoying.
Ah
#12390 posted by - on 2013/01/24 12:09:38
I get what you mean now. that sounds like a real pain.
Dead Monster Floating
#12391 posted by Mike Woodham on 2013/02/02 01:29:55
I have just noticed that a dead Imp 'floats' a couple of units above the ground. Comparing models in QME, I can see that e.g. the Hknight and the Imp final death frames are both on the grid, and also the eye position is -24 for both.
What determines the final resting place of a monster?
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