#16 posted by sikkpin on 2008/07/03 05:00:46
Thanks, everyone, for the replies. This is exactly the kind of feedback I was looking for. I little things that are overlooked and not thought of because I know how it works internally. I'll go through the comments in order and give help where needed.
As a note: My setup is "Quake/tools/qe3.exe"
---------------------------------- /gfx
---------------------------------- /maps
---------------------------------- /scripts
---------------------------------- /utils
---------------------------------- /etc...
Also, keep in mind that the code is C-based, using the Windows SDK, and does not use MFC so things that you might like that are in Q3/GTKRadiant will be difficult or not possible (at least for me) to implement.
Orl: Yes, the palette location is hard coded to "location of qe3.exe/gfx". That's how id's QE2 & QE4 were and remains untouched for now. I'm guessing you just extracted the exe instead of everything. I guess I might as well put a new item in the project file for palette location that way people can have their wads and palette wherever they want.
Lunaran: One thing that I wondered but never bothered checking myself was whether wads HAD to be in /gfx in order to load from worldspawn. I'm pretty sure that whatever folder "texturepath" is it should load wads from it (not necessarily /gfx), but multiple locations I don't think so.
There is a run-first dialog if the quake.qe3 is not found. Maybe I should have left it out of the package. I assumed that most mappers here would be familiar with how QE4/QER/Q3R handles paths. My mistake. I don't know how GTK 1.5 does it.
Also goto "File/Edit Project" to edit the project file within the editor.
I don't know enough about how you have all the paths setup to know why your textures won't load. Sorry.
Necros: Only one XY window for now. That's how QE4 is. TAB cycles views though, of course. I personally prefer just one as 1) less cpu usage 2) larger view making it easier to edit. But since I'm doing this more for the public then for myself now, I will make it a priority to implement.
Electro: What exactly would be needed for TF2 support? I haven't done any editing for Source so I don't know what is different about the map file format. But since Valve has everything packaged together in the SDK it makes sense to just use Hammer.
Again, thanks for everyone's interest and I'm sorry there are problems for some. This is still very much a beta and I consider this release just for testing purposes. When I release this "officially" I plan to have a proper readme explaining everything needed for installation and setup and a manual, which if anyone would like to help with that, I'd be indebted.
I'll be online until tomorrow night (7/3/08) so, if you have questions that need a prompt answer...
Hm
#17 posted by Lunaran on 2008/07/03 05:58:09
If I can get this compiling, do you accept code contributions? :D
To Lunaran...
#18 posted by sikkpin on 2008/07/03 06:30:21
Of course. You could release any changes/additions as your own editor if you'd like. This is completely open for anyone to do and release what they will. I know the GPL stipulates that it has to be that way, I'm just saying that it wouldn't bother me if anyone did. Although, for the community's sake, it would probably be best to just have one QE3 to keep it simple and just add to that to make it better.
Anyways, you said "if". Is there a problem in compilation? It's a VC++6.0a project, if that helps any.
To everyone else: I have a bunch more commands that are ready to be inserted into the toolbar. My question is, would you want them added or would you rather have more screen space for editing? I prefer the later.
Also, if anyone is interested, I have a Q3Radiant exe that has free look, working camspeed slider, fixed Sphere command, and some other minor cosmetic changes.
#19 posted by Electro on 2008/07/03 07:00:34
The way the map file is laid out is a bit different, and i'm not sure what format their textures are in.. although i imagine it wouldn't be too much trouble to get them out as tga's for mapping for TF2 in this with.
Editing with hammer is just a real pain, radiants way of doing things is so much faster.
The .map files basically have the same data, just laid out differently, I don't have an example to show, but I made a box a while ago in TF2 that I can show you for how the formatting is.
#20 posted by sikkpin on 2008/07/03 07:31:31
Electro: Go ahead and send it to me. If you could, put some entities in there as well. Also if Hammer still uses FGD's or similar, send that as well. I'm not making any promises here, and I wouldn't even start on any other game compatibility until the Quake side is 100% complete and perfect. Do Source maps still use BSP/CSG/VIS/LIGHT compiling tools?
To Willem: Man, am I glad to find you here. How do you do your hollowing? How well does it work for oddly shaped brushes (e.g. cylinders, spheres, etc.)? Is it possible at all to have a look at your code? Pretty please.
#21 posted by JneeraZ on 2008/07/03 11:11:38
sikkpin
My hollowing is basically making a brush and then making another smaller brush inside of it. I then subtract the small brush from the large brush and delete the small brush afterwards.
This works, of course, only as well as my CSG routines - which is barely. :)
Give me a few days to clean the code up and I'll see about providing a download. I have a few features that are half implemented which is what is preventing me from doing a new ToeTag version at the moment. I'll post in this thread when I have something worth downloading!
Willem
#22 posted by sikkpin on 2008/07/03 12:10:37
You know, I thought of doing that exact same thing. Unfortunately, when I tested it on non-cube brushes, it gave unfavorable results to where having overlapping brushes from normal hollowing was preferable.
I'm interested in trying your editor but I have no access to a Mac. I recently downloaded an emulator, though I haven't messed with it yet. Hopefully I can get it to work.
And, take your time with the code. It'll probably be a week or so until I'll be online again, so no rush.
#23 posted by JneeraZ on 2008/07/03 13:04:14
sikk
Yes, it's not ideal but it basically works. When I get time I want to try some more optimal solutions. Hollowing is generally done on box brushes 95% of the time so it seems good enough for now.
Anyone hollowing a sphere in the Quake engine is asking for pain anyway. :)
Heh
#24 posted by RickyT33 on 2008/07/03 13:35:20
I've got a hollow sphere prefab which I made. are there aany edtors which can make a sphere? had to make mine using czg's curve tutorial!!!
#25 posted by JneeraZ on 2008/07/03 14:20:23
I haven't added one to ToeTag at this point because generally spheres cause tears. :)
RickyT23
#26 posted by sikkpin on 2008/07/03 17:20:06
QE3 (link above) can create spheres.
SPHERES DO NOT BELONG IN QUAKE
#27 posted by Lunaran on 2008/07/03 18:56:26
Is there a problem in compilation? It's a VC++6.0a project, if that helps any.
No, I know, but getting code to compile is one of those things that magically causes endless problems only for me. I spent most of a weekend trying to get q3map2 to compile, and after spending most of that time trying every incremental version of pnglib I could find for the particular 0.001 level version that ttimo has on his hard drive that actually fucking works I had grown so furious I went outside and killed a family of squirrels.
Anyway, I'd rather contribute code to you and keep the editor centralized than split off my own editor.
Complete source map file specs:
http://developer.valvesoftware.com/wiki/VMF_documentation
WHAT ABOUT ONES WITH 16 SIDES?
#28 posted by RickyT33 on 2008/07/03 19:39:10
or 72?
Heh - thats sounds bad - a 72 sided one?!! That's what fucked me up last time :P
Whats Wrong With Spheres?
#29 posted by Orl on 2008/07/03 19:59:44
I mean, I can't think of any practical use for spheres in maps, but why not?
#30 posted by JneeraZ on 2008/07/03 20:05:39
QBSP bleeds tears of blood when you feed it spheres.
Yeah
#31 posted by ijed on 2008/07/03 20:55:38
I made a bowl once (32 total sides), with some slime and a spiked corpse in the middle and couldn't get it to compile with wandering vertex syndrome, which caused crap in vis.
You Can Get Away With A "corner"
#32 posted by RickyT33 on 2008/07/03 21:34:53
or 1 8th of a sphere. Done that loads of times!!
You can have func_illusionary spheres, even func_wall spheres.
Also I can't see Quake having any problems with a 16 sided sphere. But you can't really call that a sphere, can you.....
RickyT23
#33 posted by sikkpin on 2008/07/03 21:41:23
16 is possible, 72 is not. I really wouldn't use anything above 12, though something like 28 sides is the limit before it crashes (which reminds me, I need to put in a check so it won't craash).
I Just Compiled A Map
#34 posted by RickyT33 on 2008/07/03 21:55:57
for the sake of experimentation which had 62 faces. It was a sphere with 62 faces!!! Compiled fully no probs!
Still, It gets messy when you start to add other stuff around it.
I mean using AguirRe's tools you can compile maps for Q1 with LOADS of curves. But you dont have to stick many in before vis takes 10 years....
That's the only problem I see with it!
What Use Is A Sphere?
#35 posted by - on 2008/07/03 22:10:46
Where is a Sphere's place in a world of Crates? What can the lowly Sphere do that a Crate cannot do more effeciently?
Harken to me, my brothers. Let us not be taken from our holy traditions, lest we be driven mad by our temptations of substance over style. Our lord God created the world in 6 days, it is no coincidence the mighty Crate is 6 sides!
Try
#36 posted by ijed on 2008/07/03 22:12:47
CZG's Helix - the one with the disclaimer on the tutorial.
I layered helix' to make a smoother surface and it worked, a nice curving helix, but as soon as more stuff was added the geometry started going nuts - a brush added or removed and the helix would transform one of its brushes into a spike, or remove some of its faces.
#37 posted by JneeraZ on 2008/07/03 23:08:35
"Still, It gets messy when you start to add other stuff around it. "
Well, that's really the crux of the issue now isn't it? :)
No
#38 posted by Lunaran on 2008/07/03 23:09:42
I once made a map that was just a sphere with nothing else around it and it compiled fine
I Once
#39 posted by ijed on 2008/07/03 23:48:22
Made a map that was a load of balls.
Ok, Everyone...
#40 posted by sikkpin on 2008/07/04 00:09:05
I'll be gone for a while, hoping to be back in a week or so. Please continue to post or email any bugs/problems encountered and/or things you would like to see added. This is just a hobby for me but I'll do my best to update as quickly as possible.
And thanks again for those who are showing interest. Any and all feedback is appreciated.
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