Now that GTKradiant is gpl...

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby pepperboxrevolver » Mon Mar 06, 2006 1:28 am

Sorry, you lose. TGA supports 1 bit alpha channel. It's either transparent or it's not. PNG supports shaded alpha channels.

I develop opensource software too so don't give me the "shut up user, be happy with what you have" crap. Are you even a developer, because devs almost never give such an answer. If this wasn't fun for us we wouldn't do it, we're not doing a favor for anyone so don't assume that opensource devs have such a shitty attitude ("Oh I'm doing you a FAVOR, I'd rather be hunting squierrls") .

tZork wrote:
pepperboxrevolver wrote:So I'll take that as a no.
If you don't want many people mapping for nexiuz fine.
I have my gtkradiant working for mapping. The menu to compile the map isn't working so good though (slime/water/etc won't work).

PS: does the PNG support extend to alpha channel: IE can I use a semi transparent image and have it work correctly.

PNG is lossless, it will look just as good as TGA unless the engine messes up somewhere so your assertion about TGA being the best is completely wrong, just wanted to let you know that as long as we're being sardonic assholes to eachother :).


Open development it great because everyone that feels like it and can do it can contribute. Trying to shove task down the throat of the ppl developing free stuff on their spare time just pisses them off. I can surely appreciate that it would be a very nice thing to have an editor tailored to Nexuiz, but this does not mean ill go around pestering everyone that seems to have any clue on what may need to be done to do so. If you truly are dedicated to this task i suggest you take the time to find out how to, and make it happen, im sure ppl will be thankful. If you feel this is above and beyond you or you simply are to lazy to do so then live with it not happening, and hold yer tong. The request is out, and if someone capable and interested sees it, it will get done.

A few points on TGA vs PNG.
To make a PNG with the same quality as a TGA means to have the PNG in 24+8 bit mode. Doing this will result in a file the same size as a tga, more or less. PNGLib is pretty sloppy written with some positional dangerous stuff going on, im surprised it made it into the engine. The primary goal of png was to provide a royalty free alternative to gif as a platted format. Though its a good thing that this format now sports more features this original idea leaves its mark on how thins are done in the lib. Loading images with the standard pnglib is allot slower then lodging a tga due to the way the code is written and the layout of the format.

In short PNG and TGA are equal to the task of storing an image with an alpha channel, but the implementation of TGA is more suited to a game engine.
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Postby Kaz » Mon Mar 06, 2006 1:28 am

Download the latest radiant, 1.5.0, it takes like 2 seconds to set it up for another game.
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Postby pepperboxrevolver » Mon Mar 06, 2006 1:29 am

1.4 isn't GPLd, you have to use 1.5 (from svn as bins haven't been made for the gpl'd one yet) if you want to package it with nex.

Willis wrote:
pepperboxrevolver wrote:Now that GTKradiant is gpl... (along with q3map2) I was wondering if it could be set up for nexuiz and included (lin and win bins please) and read from the nexuiz data dir etc.


Yes, it could be done, however, finding somebody to do it may be an entirely different matter.

pepperboxrevolver wrote:PS: how do you losslessly convert a png to jpg, I have made alot of gpl'd textures I wish to use.

Unless you are using JPEG2000 (which I don't think is supported by the engine), it can't be done, standard jpeg is a lossy compression. PNG is supported in the engine as of 1.5 I believe, but for the best quality, a TGA file is recommended (yes they are large, but compress well in pk3's)

pepperboxrevolver wrote:PSS: gtkradiant doesn't always compile happily so doing this is probably a good idea for everyone.


Just say you couldn't do it already, we get the point.

Revenant wrote:Let me guess.... Is this the root from IRC?

In a word, yes, he is.
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Postby Kaz » Mon Mar 06, 2006 1:30 am

pepperboxrevolver wrote:Sorry, you lose. TGA supports 1 bit alpha channel. It's either transparent or it's not. PNG supports shaded alpha channels.

I develop opensource software too so don't give me the "shut up user, be happy with what you have" crap. Are you even a developer, because devs almost never give such an answer. If this wasn't fun for us we wouldn't do it, we're not doing a favor for anyone so don't assume that opensource devs have such a shitty attitude ("Oh I'm doing you a FAVOR, I'd rather be hunting squierrls") .

tZork wrote:
pepperboxrevolver wrote:So I'll take that as a no.
If you don't want many people mapping for nexiuz fine.
I have my gtkradiant working for mapping. The menu to compile the map isn't working so good though (slime/water/etc won't work).

PS: does the PNG support extend to alpha channel: IE can I use a semi transparent image and have it work correctly.

PNG is lossless, it will look just as good as TGA unless the engine messes up somewhere so your assertion about TGA being the best is completely wrong, just wanted to let you know that as long as we're being sardonic assholes to eachother :).


Open development it great because everyone that feels like it and can do it can contribute. Trying to shove task down the throat of the ppl developing free stuff on their spare time just pisses them off. I can surely appreciate that it would be a very nice thing to have an editor tailored to Nexuiz, but this does not mean ill go around pestering everyone that seems to have any clue on what may need to be done to do so. If you truly are dedicated to this task i suggest you take the time to find out how to, and make it happen, im sure ppl will be thankful. If you feel this is above and beyond you or you simply are to lazy to do so then live with it not happening, and hold yer tong. The request is out, and if someone capable and interested sees it, it will get done.

A few points on TGA vs PNG.
To make a PNG with the same quality as a TGA means to have the PNG in 24+8 bit mode. Doing this will result in a file the same size as a tga, more or less. PNGLib is pretty sloppy written with some positional dangerous stuff going on, im surprised it made it into the engine. The primary goal of png was to provide a royalty free alternative to gif as a platted format. Though its a good thing that this format now sports more features this original idea leaves its mark on how thins are done in the lib. Loading images with the standard pnglib is allot slower then lodging a tga due to the way the code is written and the layout of the format.

In short PNG and TGA are equal to the task of storing an image with an alpha channel, but the implementation of TGA is more suited to a game engine.


Hey you prick, stop being an ass to everyone, why do you think you were banned from the other forums?

ps: no, .tga supports shaded alpha channels.
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Postby tChr » Mon Mar 06, 2006 1:45 am

pepperboxrevolver wrote:Sorry, you lose. TGA supports 1 bit alpha channel. It's either transparent or it's not. PNG supports shaded alpha channels.

I develop opensource software too so don't give me the "shut up user, be happy with what you have" crap. Are you even a developer, because devs almost never give such an answer. If this wasn't fun for us we wouldn't do it, we're not doing a favor for anyone so don't assume that opensource devs have such a shitty attitude ("Oh I'm doing you a FAVOR, I'd rather be hunting squierrls") .

What kind of a reply is this? tZork gave a well balanced and detailed reply in normal polite tone. I dont understand the reason for the attitude.

You can't expect to have any request fulfilled, especially when the current developers disagree with what is supposed to be done. If any developer wants/find the time/usefulness for to do this, it will be done, if its very important you are free to do it yourself.

The developers are very good at listening to the community and are easy to persuade to do things, but you can not expect any "order" to be expedited.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby tZork » Mon Mar 06, 2006 1:46 am

Im sorry you feel i have shitty attitude pepperboxrevolver. But keep this up and you will get banned again (tnx for that piece of info Kaz) Consider this a sharp warning.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Willis » Mon Mar 06, 2006 3:08 am

pepperboxrevolver wrote:Insert random incorrect quotes here


I'm not even going to bother going through the work to point out each place you are incorrect.

Lets start at the beginning:
You asked for PNG -> JPG converter - a lossy compression with no alpha support.

You then go on to claim PNG is far superior to TGA, pretty much only based on the fact of "better" alpha transpareny which you didn't even mention/need in the first place. Well, that could be true... if TGA were as crippled as you seem to think it is. However, the TGA format supports greyscale alpha, not 1-bit.

PNG, in use of the DarkPlaces engine, is ineffecient because it's code is far sloppier and is in effect getting compressed twice by the same zlib library. Feature-for-feature, TGA and PNG are nearly the same except the compression. If you still want to claim PNGs superior use in Nexuiz, just keep it to yourself until you can validly prove why.

Now, onto GTK Radient. As far as I understand it, the team has no plan of ever including it in the package for the same reason they don't include a c compiler or qc compiler or a map compiler. They weren't written by the team themselves, and are freely available in other places, as well as the fact that the number of players vs modders means including such is just wasted bandwidth (where as code written by the team is required to be there by the GPL license), and the support required for the multiple platforms is yet another issue. While it is not a terrible idea for somebody to make a full SDK complete with free C, QC, and Map compilers and editors, it's not something that the Nexuiz/Alientrap team is going to do because it isn't required. The information is all out there, how the modder takes to it is their choice.
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Postby pepperboxrevolver » Mon Mar 06, 2006 4:13 am

*mod edit*
Content removed due to forum rules and common decency violations.
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Postby C.Brutail » Mon Mar 06, 2006 6:17 am

rtfm pepperboxrevolver, rtfm :twisted:
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby divVerent » Mon Mar 06, 2006 8:01 am

tZork wrote:Changes done to 1.4 by me includes:
Editing the entity file to fit nexuiz mapping
Setting up the correct paths in various files
Adding a new game so that nexuiz wont have to replace another game, and remove the need for hostin the nexuiz media in the data (baseq3) folder of another (q3) game.
I also added compile setting sugested by experianced nexuiz mappers and incluses the lastest known q3map2.

missing caulk and the other "common" shaderes are most proly a missing / not found common-spog.pk3 file. this should be located in nexuiz/data ot quake3/baseq3 if you use teh "quake method"

Is there a free version of this file or of its contents?

The thing that needs editing is the paths in the big messy blocks like
<key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter" value="! &quot;C:/Program/GtkRadiant-1.4/q3map2/q3map2&quot; -v # -game quake3 -fs_basepath &quot;C:/Program/nexuiz-15/&quot; -light -fast -super 2 -filter $"/>

Does this really need a full path to q3map2?

Well, I'll try that, thanks!
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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