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The NetRadiant Level Editor
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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gland: do you have more of those small bugging things? I have huge list of ones, but probably ones, you noticed, are important/easy to fix.

doubleClick/Enter in Entity inspector Class list = convert entities
It was always possible to convert entites via typing in new classname key (but code didn't handle all cases correctly)
The purpose of converting is to avoid redoing entity keys
I added converting by rightclick in right click menu, but that is not too intuitive
Also Class list behavior for point entities was to create one in 0, 0, 0, which was quite confusing
That is why i changed that behavior; I can look, if it is possible to create group entities from world primitives instead of showing error msg, but can't tell, if this is possible in enough elegant manner-)

increased UNDO queue size does not affect redo in the same way?!
I'v just tried to increase 64->128 and it worked for redo too. May be you cleared redo sequence... i noticed it happening sometimes, when you start transform w/o accomplishing it.

make the clipper use "skip"
I'v just tried and it does it:)
cfg is q1.game->shader_caulk = "textures/skip"

align texture with a given face edge
this is work for uv editor for sure, since it's just a part of wished texture aligning possibilities ( + i don't quite imagine the math around this:)

I also investigated possibilities to support model frames, skins, plural textures from .bsp, when loaded, as model (i.e. things, missing for satisfying q1 support)
File formats don't look like very big issue, main problem is used hashed cache scheme for resources, where resource name is its unique identifier (hash)
That's why we can see only one of textures, having equal names and sitting in different wads (i also wonder, if texbro is nuff usable atm, i.e. with all loaded texs shown)
So supporting that kind of stuff would mean tweaking a lot of tricky code (which i do not understand very well) for namely all sorts of resources; That is likely more efficiently to focus on more generic things instead of this (except of texbro, if it's not fine, as it is) 
Same Name Group/point Entities 
Trying out some prog tricks with info_notnull and func_stuff but am been forced to choose between either point or group entity. No mixing basically. Is there a way around this? Reading above in the change notes about group point conversion etc.. But it makes no sense to me what this is or how to make it work. Any ideas? 
 
It's doable via some anal tricks atm:
create group entity
erase its primitives completely (for example via clipper tool)
now you'v got it shown at 0,0,0 and selectable via entity list
note: origin key must be set to get it saved to .map 
Update 
win32 build
win64 build (mainly for the sake of x64 q3map2, but also may improve smoothness, comparing to w10's VM + win32 build)

binds...
* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
* ctrl + shift + m3: also project tex from face to selection

Misc...

* entities converting: also create group entities from world primitives instead of "do not want to convert worldspawn entity" error
* fix: group dialog: prevent focusing on texbro->filter entry and console, if switching to ones by click on tabs (was blocking hotkeys)
* prefs->cam->Selected faces wireframe option (def = yes)
* Textured+Wireframe camera render mode
* render scene to FBO to get following options:
preferences->camera->MSAA (def = 8 samples)
preferences->orthographic->MSAA (def = 8 samples)
coloured camera POV icon w/o rerendering the scene
coloured rectangular selector box w/o rerendering the scene
* fallback to glCopyTexImage2D (NPoT), if FBO isn't available
* lazy cursor updates in clipper mode
* update cursor immediately on clipper mode toggles
* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names
* selection system: fixes of: selecting point behind point (not perfectly precise distance)
selecting occluded objects and faces via direct and indirect hits
* select models from back in 2d
* entity inspector, entity list->'autofocus on selection' buttons: also do FocusAllViews() on clicking them
* focus on preferences treeview on 2nd+ call to make text search to work
* fixed WindowPositionTracker globally: minus many particular hacks, plus correct wnds positioning in Floating viewports layout
* fixed ToggleShown functionality: shown/hidden wnds states are saved and loaded correctly in Floating viewports layout
* also save/load XY and Cam viewports visibility states
* new preferences->layout icons
* fix: stop chaseMouseMotion on mouse button release 
Entity List 
Minor feature request for the entity list ("L"): it would be nice if it was possible to press any key while the entity list is open and selected to make it jump to the entities starting with the corresponding letter. A quicker way to select and edit specific entities than having to scroll through the whole list all the time - since Quake maps typically have hundreds of entities, with all kinds of different classnames and targetnames.

In addition to that there could be a related feature to switch between the list sorting/displaying entities by targetnames or classnames = in the latter case basically ignoring the targetname field of entity if it exists. 
Since QuakeOne Is Down... 
Anyone have info on setting up Q1 with this? Just bullet points would be great. THX! 
 
It doesn't need any setting up. Just run radiant.exe and point to quake exe.
Wad file and some editor models are included in q1pack folder/paste contents to id1.
Check out \games\q1.game if you want to enable q3 brush primitives texture projection. 
 
http://ericwa.github.io/tyrutils-ericw/

Unpack the binaries to sit alongside radiant.exe 
#107 / 108 
Thanks - all set and wow it's quite speedy. 
 
negke, i have both features in wishlist, though:
1.dilemma: that would break global hotkeys, when entity list would be focused (at least single character ones)
Any ideas on how bad would that be or about smart way to implement this?
2.i tried to make it to work for existing 'entity names = targetnames' option, but that appears to require quite deep research -) Basically editor crashes after any edit towards to that
It's using complicated code to update only required parts of treemodel, but not the whole one after every sneeze
We'll see what is possible to

Remark about 'floating viewports layout': i tried 4 different(sic!) options to achieve correct windows priorities, but every one just spawns extra issues/is imperfect; mainly because GTK performs some unwanted job, when i try something hacky
The most legit way is used in GIMP, it seems: with it main wnd and viewports would be separate toplevels; the rest wnds would be WINDOW_TYPE_HINT_UTILITY; then WM (at least on ms windows) would care of keeping them on top
Issues with this: main wnd can be on top of viewports and dirty implementation in general.
negke, what is your use of this layout?
Probably i can make regular (built-in viewports) layout enough configurable to satisfy respective needs

ww: no any setting up is required, but still required xD Though, all two simple things are listed in q1pack.txt
Also: editor supports valve220 format almost well; i only found two broken functions in surface inspector 
 
Perhaps global hotkeys could be disabled when the entity list window is focused? Though I don't know if this creates any repercussions elsewhere or with the other layouts. (*)
Alternatively, a small text search field at the bottom of the window (next to "auto-focus") could work as well. It'd be one click more but still faster than scrolling. A search performed automatically with each input (=no confirmation required).

The way I use the floating layout, and the reason I prefer it over the others, is basically having each of the three main windows (almost) maximized, minus the menus and status bar of the main window, all cascaded. pic This way I can easily switch to the window I need while always having them fill most of the screen without needing to resize them all the time. I dislike working with small camera/2D views that the fixed layouts have, because I feel like they impede my (over)view
.
The downside of the floating layout is that sometimes the focus get messed up, usually when clicking outside the editor. I can live with it. (*) Only in some cases it gets annoying: when small windows like rotate/map info/surface inspector and map list (though it doesn't usually happen to me with the latter two due to the position i keep them in) accidentally lose focus and end up behind all other windows effectively blocking further actions everywhere while at the same time being unable to close them again with the shortcut key. 
 
I see quite a few single char hotkeys, usable in the entity list: I, H, L, Z, C, N; So that should be text search field it seems (can be auto focusable on mouse hover, like texbro's one).

Ic your way of using the layout; Once i was trying to use similar cfg with cam + 3 ortho windows -)
There was idea for regular (embedded viewports) layout, which may work for you: autoenlarging views on mouse pointing; Splits' positions should be configurable normally, just keeping own values for every quarter.
Do you think, that this will do the job?

As for focus, it's not focus, but wnds z order, which gtk is messing up.
Named dialogs can be closed by hotkeys actually: rotate - esc, map info - space/enter/alt+f4, surface inspector - s (or esc, s), entity list - l 
 
Autoenlarging, I don't know. Would have to see a prototype to be sure. It sounds possible, but I can't say for sure how easily I could adapt or accept it if it's too much of a change. Certainly sounds like neat feature (if not too complicated to add) that could just become a fourth layout option while keeping the floating layout despite its gtk limitations. 
 
I have a fairly annoying issue of my own, where the camera jolts several degrees at a time, even when I turn it slowly. For some reason, it happens only after I select an object or I create a brush.

Using Windows 10. The old March 2012 version doesn't have the problem but Ingar's most recent build (June 2015) also has this problem. Why is that so? 
 
This could be significant, he seems to have the same problem as me but on Linux: https://gitlab.com/xonotic/netradiant/issues/100 
 
Well, I found a band-aid to my problem. It doesn't actually resolve the problem but it makes the editor not annoying again. Leaving the DPI scaling to the application instead of the system somehow fixes the camera despite changing nothing else (my system is already at normal scaling).

I can finally get back into mapping but it still feels weird that this is happening. 
 
Good find! Still judders now n then, but way less often. 
 
Thanks, quite worthy note about 2012 vs 2015 builds.
Basically comment on github is right, and the difference between these two builds is exactly that fix for touchpad on linux.
I'll consider reverting that commit back, since it's producing more harm, then use (mapping via non apple touchpad is the heck anyway (imo)) 
 
Does this have a MAC build somewhere? If so a mod should add it to the main post. 
 
It got no mac build, but build system allows to make one 
 
Some tip on requested 'align texture with given face edge' feature here:
https://youtu.be/qA9eNOkD1iY 
I'm Amazed At How Fast You Built This! 
 
Map Text Encoding 
Some quirk I (or ericw, for that matter) discovered: apparently this version of Radiant saves the .map files in UTF-8 enconding which is probably fine most of the time, but can cause issues in specific cases.

In Quake, there are some special characters used for colored text and symbols that can be used in level/player names and centerprint messages. x. The problem is that the file encoding appears to be incompatible with the compilers, so these characters get all messed up in the compiled BSP and are displayed incorrectly in game. Converting the map to some other format like ISO8859-1 or even ANSI solves the problem and subsequent editing in Custom Netradiant won't change the encoding back.
In Radiant 1.5, message fields with those special characters would be garbled and trying to edit the corresponding entities could even lead to a crash. In Netradiant, the message fields are displayed correctly - except after converting to ANSI, they show placeholder characters, which isn't a problem, in my view.

This is not a big issue, and I'm not even sure something should be done about it, especially if there's a risk something else breaks in the process. At any rate, it's a little heads-up for people to know in case they run into the same issue. 
 
What i see, is that GtkEntry handles these chars as UTF ones, and then radiant saves them correctly (not the whole .map, but only respective string)
I think that compilers do nothing with them too, so you end up with UTF chars in your bsp (which aren't understood by engine apparently)
I barely could find an application, which was truncating such strings in wished manner (they either show UTF one, or '?' char) 
Texture Alignment - Face Projection? 
Is there a way to align a texture to a face instead of to the grid? I have a sloped surface 30-degrees from xy-plane, and then 45-degrees around z-axis. I cannot seem to get the texture to project to the face, only the grid, meaning I cannot really get a non-slanted texture alignment. I can post a picture if I am unclear. 
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