Re: GTKRadiant Doom 3 Support
#2413 posted by R.P.G. on 2004/08/20 09:32:42
The new version (1.5) has support for Doom 3. There are indeed a few things broken, but that's not the biggest problem users will have. The biggest problem is that the interface has changed substantially, and old users will have trouble adapting.
You can get GTKRadiant 1.5 from http://www.qeradiant.com/
The limited docs are available here: http://zerowing.idsoftware.com/radiant-files/nightly/1.5.0/docs/
Yeah... I Know...
#2414 posted by necros on 2004/08/20 11:50:52
i've been trying just to map for q1 with the thing (1.5) and it's just not going very well... why the hell did they have to go and change such a good thing? :(
AguirRe
#2415 posted by Kinn on 2004/08/20 14:05:04
My computer situation is fixed now. If you've sent any emails in the last 3 days or so to my V21 address, could you possibly resend to my hotmail address?
Done!
#2416 posted by aguirRe on 2004/08/20 14:39:40
..
GTKR 1.5
#2417 posted by nb on 2004/08/21 04:51:36
The biggest problem is that the interface has changed substantially
Yes. It's broken. :(
Kinn
#2418 posted by aguirRe on 2004/08/21 12:49:20
Have you still not received anything? I sent copies to both your accounts yesterday.
Old QMap Threads
#2419 posted by aguirRe on 2004/08/21 12:52:04
Does anyone have any archived threads from the old QMap? I have the "Mapping Help" thread already, but there were many others.
AguirRe - Mail Sent
#2420 posted by Kinn on 2004/08/21 15:36:33
sorry, V21 is still chuffing me about, but I got it through on the hotmail account.
btw, my new (non-hotmail) addy is: bdwooding -at- btinternet.com
Yeah
GtkR 1.5.x is unuseable for experienced radiant users. You'd be better off using the editor included with Doom3 for the moment, and wait till
a) proper/full D3 support is ready in GtkR
b) Spog finally bites the bullet and puts the brush manipulation controls back to how they were (c'mon man, you know it was better that way, and 99.8% of Radiant users have told you that... so wtf?)
GtkR 1.5.x
#2422 posted by Jago on 2004/08/22 20:22:03
I�ve been using it for over a month now (for Quake 1 mapping) and I�ve been really happy so far. I switched from WorldCraft 1.6 (having used GTKRadiant 1.2 and 1.4 for some Q3 maps that were never released) and I am one of those who actually *DID LIKE* the changes made to the interface.
Stupid Q3 Question
#2423 posted by pushplay on 2004/08/22 21:51:25
How do I make the aas file?
Aas
#2424 posted by pushplay on 2004/08/23 01:56:29
Never mind.
Event_lightning
#2425 posted by JPL on 2004/08/23 02:42:24
Hello,
I'm currently mapping a base-based map, and I would like to use event_lightning item. I had last week 2 helpfull map examples from MadFox and VoreLord (thanks to them) of event_lightning use ... This work this time but... lightning effect is not permanent.. I mean that it occurs only during a half second and then disappear.. I've alreadyt set a wait -1 into func_button and func_door that respectively command and generate the lightning... so what's the problem ?? Is there a wait -1 missing into the event_lightning item, or somthing like this ?? Any good idea is welcomed ..
Thanx
Try
#2426 posted by aguirRe on 2004/08/23 07:00:41
opening e1m7 in QuArK and inspect the relationship between the buttons and lightning mechanism. Although that lightning is also just a short time, maybe you can't have a permanent effect? AFAIK, it bogs down engines too.
AguirRe
#2427 posted by JPL on 2004/08/23 07:36:57
Thanks for this advice... I will take a look this evening...
During the game I am able to generate a lightning between two doors (like in e1m7, so i think I build it correctly), but the effect is not permanent, and that's what I would like to have... hhhmmm maybe in Quake C code I can find event_lightning processing and find how to build what I want...
.... I've just took a look at http://www.gamers.org/dEngine/quake/Qc/ and it seems that event_lightning time is limited, but nowhere I found its limitation... the more I'm not very good in C programation... Sure someone else will have less problem than me, so is there a noble man to help me, just take a look, and tell me something interseting can be found please ??
Thanx...
Re: GTKR 1.5
#2428 posted by nb on 2004/08/23 08:40:16
I switched from WorldCraft 1.6
Ah, that would explain it. Overly modal interfaces are not among my favourite things. D3R adds a nifty feature - you can obviate the clipper mode entirely by using ctrl+rmb to drop clip points.
JPL
#2429 posted by R.P.G. on 2004/08/23 09:19:53
I'm sorry to tell you, but I don't think you can have the event_lightning constantly on.
RPG
#2430 posted by JPL on 2004/08/23 09:25:21
Unfortunately, that's what I suspected... And it means that I need to change my map design.... gggrrrrrr....
Thanks for your opinion...
#2431 posted by - on 2004/08/23 14:46:54
I used GTKr 1.5 after years of using Q3/GTKr for my Quake3 mapping and WC 1.6 for for Q1 mapping. I've found it's UI to work fine and seriously don't understand what people's problem is with it. Once you get used to it, you'll be just as fast as you were with old style radiant.
For referance, my final few q1 speedmaps were done using GTKr 1.5.
As for it's use in d3... well, it's still pretty limited, and for all it's nice points, d3edit's ability for realtime rendering and all it's other features tied into the engine make it the clear choice atm. Time will tell how well it'll be updated.
...
#2432 posted by necros on 2004/08/23 14:59:30
is there a way to stop d3edit from screwing up my desktop's colour/gamma settings then? that is the main reason i don't want to use d3edit because everytime i'm finished with it, and close it, the default gamma setting is set too high, and even if i change it back in display properties, as soon as the screen is switched to full screen (from any game) back to windows mode, the gamma is back up high like before...
i use Doom3.exe +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor to get a windowed mode.
JPL
Try these:
1. Some triggering thing with
"target" "A"
2. trigger_relay with
"targetname" "A"
"target" "B"
3. trigger_relay with
"targetname" "B"
"target" "A"
"delay" "1"
4. event_lightning with
"targetname" "B"
and any other fields required.
What happens is that your button or whatever trips both the lightning (at the start) and starts the two trigger_relays into repeatedly triggering each other. Doing so repeatedly fires the lightning.
Necros
#2434 posted by pushplay on 2004/08/23 15:24:10
NaturalSelection came with a resetgamma.exe file. I didn't play the mod for so long but I still cherish the gamma hack for the rare times q3 crashes or something. Find me in #tf >4hours from now and ask me for it.
Or Use Setgamma
#2435 posted by metlslime on 2004/08/23 18:21:26
Or Use A Couple Of Commandline Thingamajigs
#2436 posted by czg on 2004/08/23 18:43:48
For instance,
+r_gamma 1 +r_brightness 1
Lies
I'm happy you seem to be able to use 1.5 easily (personally I consider it unuseable after earlier versions). But the simple fact is, some tasks take longer or take more steps. It was unecessary to change the brush manipulation stuff (if it ain't broke, don't fix it!). The new brush controls might make it easier to learn the editor or might make it more comfortable for maya/wordlcraft/whatever users to adjust...
...but for experienced radiant users, it just plain sucks. What GtkRadiant had over other editors was the sheer speed and efficiency with which you could manipulate brushes (create, re-size, edge & vert manipulation, etc).
Once you get used to it, you'll be just as fast as you were with old style radiant.
Its simply not true. In 1.5.x, you drag and edge or a vert, you have to select the brush, then turn on edge/vert mode, then select the vert/edge, and then drag it. In older versions, you just select the brush, hit edge mode and drag the vert straight away. 1.5.x adds the unecessary step of having to manually select the verts you want to move before moving them. Therefore it will always take longer to perform basic operations like dragging verts and edges. Therefore mapping time increases substantially over the course of a project. The sole benefit that the new 1.5 method brings is that you can select more than one vert at a time to drag... but considering you probably only want to do that at most 1-5% of the time, you lose more time than you save.
Basically all the new brush manipulation stuff is pants. Most especially the texturing. OMG having to select the brush, then hit face mode, then select some shitty handle on the face you want, THEN you can finally apply a texture to it? I mean what in the flying fuck... Radiant had an awesome texturing system, you could do so much cool stuff quickly, why change it?
New methods of doing stuff is fine and good but make it an option and put the traditional Radiant style editing back as the default. There are a few new things that work well and should stay (eg the Maya style handles for rotation of brushes only, but the new stuff should be optional and the old stuff should be restored as the defaults. Come on SpoG, at the very least put an option in there for old style editing that actually works.
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