Necros
#117 posted by Ankh on 2008/08/17 10:05:31
Thank you. My textures are loading :)
Well Mine Aren't
#118 posted by Lunaran on 2008/08/18 05:14:42
MSG: FoundFile: d:/games/quake/id1/q_all.wad
... etc ...
WARNING: Could not open d:/games/quake/id1/q_all.wad
aroo?
In Reply To...
#119 posted by sikkpin on 2008/08/18 20:09:44
---Lunaran--------------------
Where is your qe3.exe? Is it in "d:/games/quake" directory? If so, make the texture path just "id1/". As of right now, wads must be in a folder that is under the directory where your qe3 is placed and if you use the "Find" button, it'll setup the directory text correctly. This is a limitation from the original qe4 and something that will be fixed so you can place your wads anywhere you want before the official release.
---Ankh-----------------------------------
Console Copy: You can copy text from the console. Use Ctrl+C. I guess I'll create a context menu for the console, as well, but the only thing it'll do is copy so I might not.
Project Settings: Really? What does it do exactly when you press it? What version of Windows are you running? Do the other "Find" buttons work in the "Preferences" Dialog?
---nercos--------------------
Thanks for pitching in with the helping. Much appreciated. Also, I feel like I'm writing a master's thesis here replying to your emails. You'll probably get it in a month or so :). Let me just say real quick that they are all valid points but I hate you for bringing them up.
Edit In Above Post...
#120 posted by sikkpin on 2008/08/18 20:19:13
Ankh: You are right. You can't copy text in the console anymore. Sorry for that. It will be fixed.
Np
#121 posted by necros on 2008/08/18 20:50:04
it's a good editor-- i enjoy using it. :)
Hm
#122 posted by Lunaran on 2008/08/19 03:30:14
it makes the list relative to qe3.exe but loads it relative to the quake base dir, so if I want qe3 in its own folder, any wads I want to open have to be in both quake/qe3/gfx/ and quake/gfx/.
but if you're fixing it then yay
Hmm
#123 posted by nonentity on 2008/08/19 13:58:37
There also seems to be a limit to the number of WAD files it can cope with. I tried 'installing' all the wads on quaddicted and while they did display in the list, it refused to load anything past about F or G...
LOL
#124 posted by RickyT33 on 2008/08/19 15:44:26
ALL THE WADS ON QUADDICTED?!?!?!?!
Dude there are fucking thousands of them.
it refused to load anything past about F or G...
What you mean it only loaded the first couple of hundred thousand? Gah! Yes, sikkpin had better fix that one. (not)
Hmm
#125 posted by nonentity on 2008/08/19 16:18:40
Firstly, there's slightly under a hundred WADs, less when you remove the duplicates (there's at least 2 different versions of each of sock's packs for instance). You did realise that there were duplicates right? I mean, you didn't just assume that different file names = different texture packs without working out what was in each pack... right?
Secondly, yes, when it's displaying the WAD name in the texture menu and I click it I would like it to then load the textures from that WAD. Seems fairly straight forward. I'm not trying to open every WAD at once, I just want to be able to have every WAD available without having to piss around moving files around. Apart from anything else it's counter productive when trying to decide a theme.
So yeh, probably would be a good idea to fix that...
OK Sarcasm Granted
#126 posted by RickyT33 on 2008/08/19 16:56:30
It's a fair point. I thought you meant you wanted all of the textures loaded at the same time. Which would be insane because you wouldnt be able to find one. It'd be like looking for a needle in a haystack :P
I used 1 wad for e4m1rmx. And like two crate tex and a button.
Hm
#127 posted by ijed on 2008/08/19 20:22:55
That's one of the reasons why I don't use wc3.3 (laziness) ie. having to split my wads up into smaller units (less than 256 textures per wad). The other being the inability to adjust tex brightness - on a flatscreen in a fairly open area with a few windows that's a pain in the balls.
#128 posted by sikkpin on 2008/08/19 21:23:28
Lunaran: The wads should only need to be in qe3/gfx with the texture directory being gfx\. It looks like you have everything setup exactly how I do so I don't understand why it's not working correctly. I guess if you want to send me your *.qe3 file, maybe I can see something wrong in there. Other than that I don't know what could be causing your problem.
noentity: What does it say in the console? How many wads do you have exactly and how many will it load exactly? I have all the wads from quaddicted (filtered through them, of course) so I'll see if I can't get that bug to pop up. I'm guessing it's a hardcoded limit from id's original code. Hopefully it's just an integer value change that's needed.
Just A Warning
#129 posted by necros on 2008/08/19 21:51:12
there's a bug that can mess up your map.
if you have multiple brushes, brush entities and/or point entities selected and move them and then undo, all entities will be converted to normal brushes.
for brush entities, they just become brushes, but point entities will also be converted to brushes (with respective bounding box size) which will mangle your .map file and prevent it from being loaded and compiled.
i sent you an email about this already sikk, but i just wanted to let people know so they don't loose their stuff. :)
#130 posted by sikkpin on 2008/08/19 23:28:29
In regard to what necros said, this is a know problem to me and it's also a bug in Q3R and early versions of GtkR. I have spent many hours trying to figure out a fix but so far haven't had any luck. If I'm unable to fix this then I will just do what Q3R does and prompt the user that there is a bad texdef for whatever face when the map is saved. In the mean time, just make sure you pay attention when you undo.
=======================================
In regard to the wad loading limit. I just checked the source and yes there is a limit of 32 menu items that have an associated command to them. A simple fix. I just add more. The limit to how many wads can be loaded (shown in the menu) is 128. More than enough in my opinion. I don't know if I will add that many usable commands though. To me that's excessive and makes for a very long menu list. I may bump it to 64.
In my opinion, when mapping, I always go through my wads with Wally or TexMex and pull the textures I want to use and create a single wad for the map. To me it's just easier and cleaner that way. Plus, there is also a limit of how many characters can be in the "wad" string in the worldspawn. Which is one of the reasons why I use simply "gfx/whatever.wad" instead of "C:/Games/Quake/tools/gfx/whatever.wad" as it wastes a lot of unnecessary characters.
Hm
#131 posted by Lunaran on 2008/09/06 21:24:28
Things radiant has I miss:
- Ctrl-right-click as a shortcut for dropping clipping points without needing to toggle the mode.
- Ctrl-tab cycling the grid view as well as just tab.
- When click-dragging entities in radiant you don't actually have to click on an entity, you can just drag anywhere.
Also, I can't type certain capital letters like 'B', 'C', 'H', 'I', 'M', etc in the value box in the entity dialog because their functions capture the shift-keypress first.
131
#132 posted by necros on 2008/09/06 22:31:42
i've been in emails with sikkpin over the past few weeks working on bugs and features and stuffs.
apparently, the original coding of radiant is pretty bad, so implementing new features without rewriting everything is long and annoying work.
i mentioned about Ctrl+RMB for clip points and this is one of those things. i'm still hoping we can work it in because i agree with you-- it's a big time saver. i absolutely *hate* editing "modes" which is why i've never liked WC or it's decendants.
i don't know what Ctrl+Tab did in radiant
As for moving objects... yes, i still prefer the old way of doing it like you're saying. sikkpin's implemented a new method which involves Alt+LMB which moves an object directly to where you clicked. it's a decent alternative that's almost as good as the old way. i'm still hoping for the old way though. :P
otoh, when you create objects now, they appear wherever your last moved brush/object was, so moving things over big distances aren't as common an occurrence now.
as for typing in capital letters (and copy/cut/pasting), those are fixed.
i think he just wants to finish up bug fixes before doing another official release.
Ooh Oh Ooh Oh Oooh
#133 posted by Lunaran on 2008/09/06 23:57:34
woo-ooo
Ctrl-tab did what tab does, but I'm just learning to hit tab in the mean time.
Lunaran...
#134 posted by sikkpin on 2008/09/09 22:31:30
Necros already said pretty much what I would have so no need to repeat. The quick drop clip point is of course something I would like to do but it requires a lot of work to implement. Pretty much everything dealing with brush manipulation, window/mouse handling, etc. would need to be rewritten to handle the clip point. As it is now, it's basically just: if it's in clipmode do this, if not do that, but when you remove the "mode" it makes handling the clipping very complex. Plus I already have Ctrl+RMB in use :)
Tab is way easier than Ctrl+Tab. Learn it. Love it. ;)
I'll look into implementing the way Radiant moves entities. The check is already there so it should be simple. For now though there is the Quick Move feature which works for both brushes and point entities.
Final note for anyone: Please, let me know if you want me to send you current releases. I'm not necessarily keeping this to myself because I don't want others to use it until I feel it's ready, I just don't want to have a bunch of useless files up on Shub, making things confusing.
What's Happening With Those Sausages Charlie
#135 posted by Lunaran on 2008/10/20 06:00:25
I'm rethinking not asking for current releases. (I'm also mapping.)
New Version Released...
#136 posted by sikkpin on 2008/11/14 22:16:52
Sorry to anyone who has been waiting patiently. I've been sitting on this for about two months waiting to here back from necros for the word that everything is working ok but it seems that real life has gotten a hold of him.
So, anyways, here it is. It's still a beta and probably always will be but it is stable and, in my opinion, surpasses GTKRadiant in functionality and efficiency, at least for Quake editing. Updates will probably be a less frequent from now on. There really isn't all that much more I want to do, and the things I want to do are a bit beyond my skill at the moment, but I will keep chiseling away at it as I still find it enjoyable. The link's below and cheers to anyone who downloads it.
For any questions, email me or post here. And remember to read the readme before using. Those with previous version will have to remove QE3 registry entry.
Click link below to start download...
http://shub-hub.com/files/tools/qe3.1.0.5beta.zip
#137 posted by necros on 2008/11/14 22:42:13
tbh, i forgot all about the editor. o.o i haven't even mapped in the last month.
on the other hand, i don't recall there being anything that was really bothering me either.
grats on this though, lots of work went into it.
Al;so
#138 posted by RickyT33 on 2008/11/15 02:09:24
ttfn for the new download
sikkpin: I havent given up on the editor but im still finishing off the SAME map in WC. But a promise is a promise...
Ttfn?
#139 posted by sikkpin on 2008/11/17 19:04:01
The only translation I could find on Google was "ta ta for now" :)
As Said By Tigger
#140 posted by RickyT33 on 2008/11/17 21:18:45
from whinnie the poo
#141 posted by Trinca on 2008/11/18 00:26:25
sikkpin put a pic of the project settings please... i cant start the Editor :\
i�m puting the directorys all wrong
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