Classic Radiant
#14614 posted by SleepwalkR on 2015/01/10 22:56:49
Sorry ;-)
#14615 posted by JneeraZ on 2015/01/10 23:32:22
I imagine the reliance on MFC is part of the problem. Talk about an albatross. :)
Tyrutils
#14616 posted by ericw on 2015/01/10 23:37:01
Dunno if it helps, but tyrutils qbsp can apparently read q2 mao format, so that could save an extra conversion step
DERAIL
#14617 posted by Lunaran on 2015/01/11 01:25:46
MFC is just a wrapper for the windows API, I thought? What makes it so awful to use?
EDIT
googled "MFC sucks," 632,000 results
http://www.jvoegele.com/software/mfcbeef.html
#14618 posted by JneeraZ on 2015/01/11 06:08:23
Haha, yeah. Also, it's dead (as in Micrsoft is no longer supporting it) so newer versions of Windows are going to have shittier and shittier support for it.
Latest Netradiant Works Fine For Me (windows 8.1)
#14619 posted by Kinn on 2015/01/11 16:32:40
You can grab the latest NetRadiant here: http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe
I have no problems using it in windows 8.1
That's Not The Latest Version
#14620 posted by negke on 2015/01/11 16:45:40
Well Bugger Me With A Bargepole
#14621 posted by Kinn on 2015/01/11 17:15:24
ok fair enough
Classic Radiant ;-)
#14622 posted by SleepwalkR on 2015/01/11 17:19:08
Ok
#14623 posted by Kinn on 2015/01/11 17:21:57
Well, the actual newest netradiant version (posted by negke) also seems to work fine on my windows 8.1
However they still haven't fixed the fucking clipper (it doesn't draw the 1,2,3 numbers on clip points) since it broke years ago.
Radiant On Windows 8.1
#14624 posted by AcidicVoid on 2015/01/11 18:20:33
The linked version (http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe) doesn't work for me.
I still get this: https://i.imgur.com/DwU4XQr.jpg
Usually nothing happens afterwards.
Sometimes it starts but crashes after a short while.
AcidicVoid
#14625 posted by Kinn on 2015/01/11 20:06:05
I think it hangs like that for a long time when you start it up for the first time.
Have you tried just letting it sit like that for a bit?
After the first time, it should start up normally.
Oh Just Read Your Second Sentence
#14626 posted by Kinn on 2015/01/11 20:07:10
well, if you do wait until it starts, but it then crashes, then I dunno.
#14627 posted by AcidicVoid on 2015/01/11 20:19:36
Sometimes it seems to work but the 3D viewport and some hotkeys keep glitching.
I can't find the problem...
Smooth Shading On Terrain And Rocks Like Arghrad?
#14628 posted by Skiffy on 2015/01/12 10:28:50
Any of the LIGHT.exe tool developers planning on adding "smooth" "phong" shading support to their compilers? Light smoothing / samples and widening angle doe do a lot but I would like to have a little more control in that regard. Smooth shading 8 sided pipes for example would be nice :)
Please correct me if this is TOTALY in the wrong thread. Apologies ahead of time if it is.
Thanks!
#14629 posted by Lunaran on 2015/01/12 16:33:31
How would you control it? If you just set a level-wide smoothing angle you'd get smoothing all over the place and not just on your pipes. It was easy for Arghrad in Quake2 because you could set per-surface light values, and the hack was that if you set a value but didn't check the 'emits light' flag it would treat the number like a smoothing group. Since Quake has no such thing, that would basically mean using either texture prefixes or something like func_smooth, which both sound kind of awful.
Well
#14630 posted by Kinn on 2015/01/12 16:46:37
I was thinking not a seperate func, but a key/value that works on any func - like a _smooth property
To use on world geo, you'd put your chunk of world geo in a func_group, or a func_detail I guess.
Lunaran:
#14631 posted by metlslime on 2015/01/12 17:04:57
actually specifying per-surface values was pretty awful so i wouldn't mind having using a func_group (or func_smooth) instead. Sure it would be less flexible (can't mix smooth and hard on the same brush) but it would be much faster to set/verify which brushes will be smoothed.
Key Value Could Work.
#14632 posted by Skiffy on 2015/01/12 17:19:32
I would be curious to try that approach since the per surface value is missing in Q1.
Why Not
#14633 posted by mfx on 2015/01/12 17:22:26
just increase side count to 32?
And r_speeds be damned!
#14634 posted by Kinn on 2015/01/12 17:28:06
(can't mix smooth and hard on the same brush)
Maybe you meant something else, but if the smoothing is governed by a "smooth angle" key, then you could get hard and smooth on the same brush surely.
Anyway, a complication with the func_ approach is that the lighting has to be done once BSP has had its way. At this point you'd have lost your func_group data surely? And really, we'd need this to work on world geometry or it would be pretty pointless.
I Say Try The _smooth Key Approach
#14635 posted by Skiffy on 2015/01/12 17:50:01
And if you want hard and smooth shading mixed on a brush then you will just have to use multiple ones.... Then again having a range on the smooth key could still work.
A pipe that is 8 sided but with a cap would shade smooth on the 8 sides and flat shaded on the cap if you set the smoothing threshold to 50.
Those 8 sides wont go past 45 and the cap is a 90 degree angle.
I would include 2 values though. one for the degree threshold and another for groups simply controlled by another number. That way you can have brushes smooth next to each other but if they don't share the same group they smooth on their own and ignore their neighbor.
its basic and does not allow for more elaborate mixing though.
Hybrid Compiler
#14636 posted by Preach on 2015/01/12 22:40:54
Anyway, a complication with the func_ approach is that the lighting has to be done once BSP has had its way. At this point you'd have lost your func_group data surely? And really, we'd need this to work on world geometry or it would be pretty pointless.
Yeah, you couldn't do it in the traditional way. Possible workaround 1: emit some kind of e1m5rmx.smo file in the bsp pass which contains the relevant smoothing data for the lighting pass, no smoothing if it's absent. Possible workaround 2: Create what might be the first hybrid bsp and light compiler which could remember the smoothing info...
Since you can't really process any lights until the bsp is complete, I'm not sure that option 2 would really be simpler than option 1.
#14637 posted by JneeraZ on 2015/01/12 23:20:14
I'm surprised nobody has done a monolithic compiler app ... one that does it all in one shot - with the possible benefit being what you mentioned, each process being able to have knowledge of what the earlier ones did. Although I guess there's little benefit so why bother?
While Were Talking About Cool Features
#14638 posted by DaZ on 2015/01/12 23:28:28
AO baked into the lightmaps AKA the way CS:GO does it. AO would look awesome with brush architecture but the few engines I've tried to force it "on" in doesn't work.
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