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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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#107 posted by ww on 2017/07/11 04:13:36
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.
#108 posted by anonymous user on 2017/07/11 05:36:40
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.
#110 posted by niger on 2017/07/11 10:22:59
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
#111 posted by negke on 2017/07/15 11:30:02
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.
#112 posted by niger on 2017/07/16 10:02:54
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
#113 posted by negke on 2017/07/18 18:16:22
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.
#114 posted by tehSandwich on 2017/07/23 09:16:16
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?
#115 posted by tehSandwich on 2017/07/23 21:19:41
This could be significant, he seems to have the same problem as me but on Linux: https://gitlab.com/xonotic/netradiant/issues/100
#116 posted by tehSandwich on 2017/07/23 23:04:08
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.
#117 posted by ww on 2017/07/23 23:42:08
Good find! Still judders now n then, but way less often.
#118 posted by niger on 2017/07/24 09:22:43
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))
#119 posted by Qmaster on 2017/07/29 03:01:28
Does this have a MAC build somewhere? If so a mod should add it to the main post.
#120 posted by niger on 2017/07/29 09:29:09
It got no mac build, but build system allows to make one
#121 posted by niger on 2017/08/02 19:26:48
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!
#122 posted by Mugwump on 2017/08/02 19:36:05
Map Text Encoding
#123 posted by negke on 2017/08/29 20:30:16
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.
#124 posted by niger on 2017/08/31 08:50:59
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?
#125 posted by Zwiffle on 2017/09/04 19:09:39
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.
#126 posted by Joel B on 2017/09/04 23:35:00
Does NetRadiant support the "Valve 220" map format?
#127 posted by niger on 2017/09/05 21:13:33
Yes, you can get it non-slanted in this particular case (i'v got it by rotating a brush with texture lock enabled), but not every time, because default q1 map format is 'axial projection', which has quite strong limitations.
There is newer format from q3: 'brush primitives', which is face projection by definition and has no limitations (you can get axial or w/e projection with it); It is enableable via q1.game and is supported by modern ericwa's compilers.
Valve 220 format is almost supported except of a few malfunctioning tools in Surface inspector;
The plan is to make these 3 formats switchable via preferences for most of games and convertible to unlimited ones.
Probably video explanation of various texture projections in mapformats could be useful?
Thanks For The Info!
#128 posted by Zwiffle on 2017/09/06 05:14:07
Is there any way to convert quake brushes to quake3 brushes?
Outside Of Radiant..
#129 posted by ericw on 2017/09/06 06:32:45
v0.15.10 of my qbsp ( https://ericwa.github.io/tyrutils-ericw/ ) has a map converter built in. you can use it from the command line like this:
qbsp -convert bp something.map
will convert to Q3 brush primitives (iirc it writes the output to a file called something-bp.map)
#130 posted by Zwiffle on 2017/09/06 13:44:39
You guys are awesome, thanks!
Update!
#131 posted by niger on 2017/10/17 17:51:03
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