Whoa
#132 posted by Kinn on 2017/10/18 18:35:49
Great to see this is still improving! I can smell my mapping trousers warming up...
#133 posted by niger on 2017/10/18 19:21:28
Valve220 map format has arrived btw .)
The Link Is Dead
You read about how to setup Radiant here: quakeone forum
Is there a backup?
Also, does this work on Windows 10?
#135 posted by niger on 2017/12/03 18:53:23
That was odd tutorial anyway (was considering classic radiants)
netradiant-custom\q1pack\q1pack.txt is enough to setup; 1st post got to be updated
Also yes, it does work on Windows 10.
Niger
Yeah, apparently all the links are dead except for the Radiant direct download.
Very Nice
#137 posted by negke on 2017/12/07 21:36:17
Just wondered if it's possible to make the free rotate tool (R) use some (customizable) fixed value like Step in the surface inspector, e.g. steps of 5 or 15 degrees - as quicker way of doing 'conservative' rotations than the Arbitrary Rotation window.
Snap Rotate
#138 posted by anonymous user on 2017/12/08 07:46:22
you can hold shift after grabbing the rings to snap at 15 degrees
Thanks
#139 posted by negke on 2017/12/08 09:39:29
It's good.
Quake 1 Wad Path
#140 posted by Kinn on 2018/01/16 11:27:44
Hi, is there a way to specify a custom folder for my wad files (i.e. somewhere other than [enginepath]/id1)
This is for the editor (not the compiler - I'm already aware of the bsp compiler wadpath switch)
I prefer to keep my "game" files separate to my "development" files where possible.
#141 posted by niger on 2018/01/16 15:33:40
Hey, i think this was asked and replied:
https://www.q3df.org/forum/viewtopic.php?f=15&t=789&start=130#p11412
Just change base directory to use
Or configure, as for mod, and use its directory for wads
Or just make separate fresh install for mapping
Numerous possibilities kinda
#142 posted by Kinn on 2018/01/16 15:44:41
basegame="id1"
So, is this basegame field only used to tell the editor where to find the wad files? It's not used for anything else?
#143 posted by niger on 2018/01/16 16:28:03
It's used for anything, which is normally loaded from id1
Also is used for build menu variables
We'v just figured out, that it also loads
Users\Username\Documents\My Games\q3a\ (q3a is cfged by .game: prefix=".q3a")
I think it's a good idea to add option to load one more specific directory, once it's supported in q1 and q3 compilers
I See
#144 posted by Kinn on 2018/01/16 16:42:08
To be honest I think it would be a really useful feature for netradiant to have a "wad path" option, that can be an absolute path, totally independent to anything else.
Another Question
#145 posted by Kinn on 2018/01/16 16:54:37
Using netradiant's build menu, is it possible to specify an output directory for the bsp that's different to the directory of the map file?
#146 posted by niger on 2018/01/16 17:06:05
It's up to compiler, radiant does nothing with .bsp
Ah Ok
#147 posted by Kinn on 2018/01/16 17:38:14
yeah the compiler will chuck the .bsp in the same folder as the .map when fed the commands as generated by the netradiant build menu.
#148 posted by niger on 2018/01/16 18:06:04
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path.
#149 posted by Kinn on 2018/01/16 19:26:12
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path.
OK I've just messed around with the build menu xml file and I appear to have got it configured how I want now, cheers.
Late To The Party
#150 posted by Kinn on 2018/01/18 01:32:55
#121 posted by niger [5.19.80.46] on 2017/08/02 19:26:48
Some tip on requested 'align texture with given face edge' feature here:
https://youtu.be/qA9eNOkD1iY
When he got to the bit here:
https://youtu.be/qA9eNOkD1iY?t=65
And started aligning the arch textures by making them "flow" seamlessly over from the top faces with the texture paste shortcut...I won't lie, I did a little sex wee.
:O
#151 posted by killpixel on 2018/01/18 01:39:42
that's awesome, wish I knew this sooner.
Clear All
#152 posted by negke on 2018/01/31 12:07:34
About the "Clear all" button in the entity tab: probably not getting that much use overall, although I do use it every so often. However, in its current form it only works on brush entities - using it on point entities causes problems, because it removes the origin field. Can this be changed so that the origin field is kept if the button is used on a point entity?
#153 posted by niger on 2018/01/31 12:30:16
Sounds like making sense from the first look.
Don't other means replace wished behavior well? (del key to del unwanted keys or save origin in key/val fields, then restore)
Update!
#154 posted by niger on 2018/03/04 19:00:07
Netradiant And Windows Aero
#155 posted by killpixel on 2018/03/04 20:02:03
specifically aero glass which is disabled while netradiant is open. Anyone know why this is/has a solution?
#156 posted by niger on 2018/03/04 20:29:06
netradiant-custom shouldn't disable aero, unless you put -aero command line parameter
|