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
Sikkpin
#142 posted by RickyT33 on 2008/11/18 01:19:28
I ran into this AGES ago, but I probably went on my holidays straight after, with a fractured pinky, and forgot all about you, sorry...
http://www.mediafire.com/?nwmbmwymmmz
http://www.mediafire.com/?zyztmjyyyxz
when I click the central button in the second picture, it CTD.
Important Note For Everyone...
#143 posted by sikkpin on 2008/11/18 21:01:33
Some people may run into a problem starting this if they downloaded it within the first day that I posted the update. I didn't realize it until later that evening that I left my project file (quake.qe3) in the archive which means unless you use the same path structure I use it won't be able to find the "palette.lmp" file and therefore exit. I uploaded a "fixed" zip the next day, with Spirit quickly removing the old one from Shub and replacing it with the new so the link would still work.
So if you are one of those people, either re-download it, or simple delete the "quake.qe3" file. The latter being the easiest.
For RickyT23 & Trinca: If the above applies to you two, delete said file and try again. A "Project Settings" dialog should popup allowing you to enter all necessary paths. I recommend that you use the "Find" buttons so the formating is correct.
If the above does NOT apply then...
Trinca: You can use the "default.qe3" to help you with formating though it is slightly outdated as the "texturepath" should no longer have a wad at the end, just the folder name, and it doesn't contain a "defaultwads" key (which is written like: "wad1.wad;wad2.wad;..."). I kept it in there mainly for all of the useful BSP commands.
Or, if you let me know where you have it installed, I can fill out all the info for you here and you can just copy/paste.
RickyT23: If your "qe3.exe" file is located in your "...Id1/maps" dir (based on the pics), then your "Texture Directory" should be written like "gfx/" and the "palette.lmp" file should be put in there.
I'm assuming that the above applies to you both so I hope that your problems will be solved. I apologize for an inconvenience, you don't know how pissed I was at myself for leaving that file in there. If you still have problems I'll try and check back as regularly as possible to assist. Thank you for trying it out.
#144 posted by Trinca on 2008/11/19 10:29:08
ok, thks i will try when i get home!
When You Start It
#145 posted by necros on 2008/11/19 20:17:57
make sure you check out the 'window' menu on the far right side. it has many presets for different window layouts to help make you comfortable. :)
Tooltips Or Something?!
#146 posted by Electro on 2008/11/23 22:40:30
What's a Project Directory?
What's a Remote Basepath!?
Also, setting a Texture Directory only kept the last 3 characters of the location I selected via the dialog box.
Putting in stuff to hopefully get around this and try the editor now though. Just calling shit as I see it.
#147 posted by Electro on 2008/11/23 22:41:21
Could not load D:\Quake\qe3\maps/d:\quake\id1\textures\palette.lmp
GetLastError() = 123
Hmm Ok
#148 posted by Electro on 2008/11/23 23:44:40
Used default as a base (copy/pasted it, renamed to quake.qe3) and manually edited the paths and it worked.
Some first impressions:
- I miss texture move lock toggle via shift+T (gtkradiant also has texture rotate lock as shift+R)
- I have 2 monitors, and want my texture window on my secondary monitor, but it's currently clamped to my primary display.
- A way to change the display of the scale of the textures in the texture window.
#149 posted by Electro on 2008/11/23 23:50:12
General note: escape to close dialogs = win
I keep hitting ESCAPE wanting to get the textures window out of my face but I have to find T instead.
Is there a scroll bar for the texture window that I'm not seeing? Would be really handy instead of having to use mousewheel to scroll through all the textures to get to the lower ones.
For actual editing from what I've seen so far seems nice though.
*begs for tf2 support* ;)
Having this though, I'm getting the urge to make a Quake map again hehe :D
#150 posted by Trinca on 2008/11/23 23:54:13
can anyone post a screen of this all filled out?
http://trinca.quaddicted.com/temp/conf.jpg
that�s my problem... ;) at me moment of course...
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